<mediawiki xmlns="http://www.mediawiki.org/xml/export-0.6/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.mediawiki.org/xml/export-0.6/ http://www.mediawiki.org/xml/export-0.6.xsd" version="0.6" xml:lang="en">
  <siteinfo>
    <sitename>Harmonia</sitename>
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      <namespace key="1" case="first-letter">Talk</namespace>
      <namespace key="2" case="first-letter">User</namespace>
      <namespace key="3" case="first-letter">User talk</namespace>
      <namespace key="4" case="first-letter">Harmonia</namespace>
      <namespace key="5" case="first-letter">Harmonia talk</namespace>
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      <namespace key="8" case="first-letter">MediaWiki</namespace>
      <namespace key="9" case="first-letter">MediaWiki talk</namespace>
      <namespace key="10" case="first-letter">Template</namespace>
      <namespace key="11" case="first-letter">Template talk</namespace>
      <namespace key="12" case="first-letter">Help</namespace>
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      <namespace key="15" case="first-letter">Category talk</namespace>
      <namespace key="100" case="first-letter">Blog</namespace>
      <namespace key="101" case="first-letter">Blog talk</namespace>
      <namespace key="200" case="first-letter">Staff</namespace>
      <namespace key="274" case="first-letter">Widget</namespace>
      <namespace key="275" case="first-letter">Widget talk</namespace>
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  <page>
    <title>Main Page</title>
    <ns>0</ns>
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    <redirect title="Harmonia" />
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    <revision>
      <id>797</id>
      <timestamp>2012-08-19T19:15:56Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Metafarion moved page [[Main Page]] to [[Harmonia]]: Main Page is not very descriptive</comment>
      <text xml:space="preserve" bytes="22">#REDIRECT [[Harmonia]]</text>
    </revision>
  </page>
  <page>
    <title>About</title>
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    <redirect title="Story" />
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    <revision>
      <id>343</id>
      <timestamp>2012-07-15T20:40:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>SimonLB moved page [[About]] to [[Story]]</comment>
      <text xml:space="preserve" bytes="19">#REDIRECT [[Story]]</text>
    </revision>
  </page>
  <page>
    <title>Art Specs</title>
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    <revision>
      <id>1007</id>
      <timestamp>2012-08-31T19:50:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Races ==  Alright - I think the first step should be to create a template for all character archetypes, based on race. Here are the races:  * Human - this will be about 80%...&quot;</comment>
      <text xml:space="preserve" bytes="2235">== Races ==

Alright - I think the first step should be to create a template for all character archetypes, based on race. Here are the races:

* Human - this will be about 80% of everything. Naturally this is top priority!
* Centaur - maybe 15%. Could be identical to the human sprite from the waist-up.
* Birdman - anthropomorphized bird. Feathers, beak, wings, and bird legs.

== Template Specs ==

Here are some guidelines for a character sprite template:

* 8 directions for each sprite.
* Include weapons in templates, BUT they will be removed from sprites later once weapon graphics are in (which should be pretty easy).
* Male and female version of each sprite.
* Frame times or number of frames per cycle will not be hard-coded into the game; if a particular sprite needs more or less frames for an animation, that's easy to do.

== Animation cycles: ==

* Standing still: Only 1 frame should be necessary. Can this be re-used in the walking cycle to save time?
* Walking: modest, 3 to 6 frames - whatever is easiest.
* Swinging: 3 frames - wind up, connect, wind down. Used for slashing weapons, staves.
* Thrusting: 2 frames - wind up, connect. Used for punching, piercing weapons, and throwing.
* Casting: 2 frames - preparation (hands in the air, gathering power), completion (hands forward, menacingly!).
* Shooting: 2 frames - preparation (lining up the shot), fire (knocked back from recoil). This is tricky - bows, and crossbows/rifles are held differently, but it's too costly to have animations for both. I think we can get away with the same animation if the bow graphic changes during preparation, which should cut down on work for every sprite sheet.

== What's not necessary: ==

* Death animations: We're going to do the Shining Force spin-and-explode thing! :D
* Flinching/pain: It's likely that characters will be hit far more than they attack, and a flinching animation is redundant information. Magical effects (fire, etc, lightning), slash marks, etc. will be displayed on their sprites when they're hit, in addition to glowing red, bouncing slightly, and shaking.

Monsters will only need whatever animations are necessary, for now. In this particular area, I think quantity is more important than quality!</text>
    </revision>
  </page>
  <page>
    <title>Blog talk:News/Procedural Cavern Generation</title>
    <ns>101</ns>
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      <timestamp>2012-10-03T23:19:35Z</timestamp>
      <contributor>
        <username>Wikilog Auto</username>
        <id>0</id>
      </contributor>
      <comment>created automatically by Wikilog</comment>
      <text xml:space="preserve" bytes="38">&lt;!-- blank page created by Wikilog --&gt;</text>
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  </page>
  <page>
    <title>Blog talk:News/Procedural Cavern Generation/c000001</title>
    <ns>101</ns>
    <id>176</id>
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    <revision>
      <id>1081</id>
      <timestamp>2012-10-03T23:19:36Z</timestamp>
      <contributor>
        <username>Firetaffer</username>
        <id>9</id>
      </contributor>
      <comment>New comment by Firetaffer: Is there a mailing list? Or if not are you ever thinking of creating one? I used to come here every day but now I only come here occasionally, having mail with the latest blogp...</comment>
      <text xml:space="preserve" bytes="204">Is there a mailing list? Or if not are you ever thinking of creating one? I used to come here every day but now I only come here occasionally, having mail with the latest blogposts/updates would be great!</text>
    </revision>
  </page>
  <page>
    <title>Blog talk:News/Procedural Cavern Generation/c000002</title>
    <ns>101</ns>
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    <revision>
      <id>1082</id>
      <timestamp>2012-10-06T20:09:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>New comment by SimonLB: Well, we have the usual RSS stuff set up, there's probably a way to turn that into a mailing list.  I'll ask my webmaster friend and see if there's a way to set that up! :)</comment>
      <text xml:space="preserve" bytes="172">Well, we have the usual RSS stuff set up, there's probably a way to turn that into a mailing list.  I'll ask my webmaster friend and see if there's a way to set that up! :)</text>
    </revision>
  </page>
  <page>
    <title>Blog:News</title>
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      <timestamp>2012-05-06T17:35:36Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;This is where visitors can find development status, release info, and other as-it-happens information.&quot;</comment>
      <text xml:space="preserve" bytes="102">This is where visitors can find development status, release info, and other as-it-happens information.</text>
    </revision>
    <revision>
      <id>46</id>
      <timestamp>2012-05-12T06:05:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Blanked the page</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
    <revision>
      <id>126</id>
      <timestamp>2012-05-14T10:40:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4">Test</text>
    </revision>
    <revision>
      <id>127</id>
      <timestamp>2012-05-14T10:41:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Blanked the page</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
    <revision>
      <id>128</id>
      <timestamp>2012-05-14T10:43:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="193">To follow to &lt;i&gt;Scars of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Link].</text>
    </revision>
    <revision>
      <id>129</id>
      <timestamp>2012-05-14T10:47:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="193">To follow to &lt;i&gt;Scars of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].</text>
    </revision>
    <revision>
      <id>179</id>
      <timestamp>2012-05-22T13:25:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="193">To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].</text>
    </revision>
    <revision>
      <id>234</id>
      <timestamp>2012-05-27T13:17:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="323">To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed]. [[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>235</id>
      <timestamp>2012-05-27T13:55:21Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="365">To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
&lt;div style=&quot;margin:-20px 0 10px 0;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>236</id>
      <timestamp>2012-05-27T13:56:25Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="387">To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
&lt;div style=&quot;float: right; clear: right; margin:-20px 0 10px 0;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>237</id>
      <timestamp>2012-05-27T13:57:30Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="323">To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>238</id>
      <timestamp>2012-05-27T14:00:01Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="378">{{#css:
   div.floatright {margin:-20px 0 10px 0;}
}}

To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>253</id>
      <timestamp>2012-06-29T13:55:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="390">__NOTITLE__
{{#css:
   div.floatright {margin:-20px 0 10px 0;}
}}

To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>254</id>
      <timestamp>2012-06-29T13:55:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="389">__NOTITLE__
{{#css:
   div.floatright {margin:-20px 0 10px 0;}
}}
To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>255</id>
      <timestamp>2012-06-29T13:56:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="335">__NOTITLE__
To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|right]]</text>
    </revision>
    <revision>
      <id>256</id>
      <timestamp>2012-06-29T13:56:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="334">__NOTITLE__
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|left]]
To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].</text>
    </revision>
    <revision>
      <id>257</id>
      <timestamp>2012-06-29T13:56:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="334">__NOTITLE__
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss|left]] To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].</text>
    </revision>
    <revision>
      <id>258</id>
      <timestamp>2012-06-29T13:57:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="329">__NOTITLE__
[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]] To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].</text>
    </revision>
    <revision>
      <id>259</id>
      <timestamp>2012-06-29T13:57:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="370">__NOTITLE__
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>260</id>
      <timestamp>2012-06-29T13:58:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="398">__NOTITLE__
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:16px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>261</id>
      <timestamp>2012-06-29T13:58:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="397">__NOTITLE__
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>300</id>
      <timestamp>2012-06-29T15:04:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="385">&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>316</id>
      <timestamp>2012-06-29T15:28:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="410">&lt;table&gt;&lt;tr style=&quot;padding-top:8px;&quot;&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>317</id>
      <timestamp>2012-06-29T15:28:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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      <text xml:space="preserve" bytes="410">&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
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      <timestamp>2012-07-15T21:52:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
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      <text xml:space="preserve" bytes="422">__NOTITLE__
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
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      <timestamp>2012-07-15T21:52:55Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="444">{{DISPLAYTITLE:Development Blog}}
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
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&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
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      <text xml:space="preserve" bytes="448">&lt;h2&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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      <text xml:space="preserve" bytes="496">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
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      <timestamp>2012-08-15T13:50:04Z</timestamp>
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      <text xml:space="preserve" bytes="508">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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      <timestamp>2012-08-19T18:10:17Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="531">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;font size=&quot;+1&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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      <timestamp>2012-08-19T18:11:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
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      <text xml:space="preserve" bytes="540">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;font class=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
__NOTITLE__
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      <id>769</id>
      <timestamp>2012-08-19T18:15:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
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      <text xml:space="preserve" bytes="532">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td class=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
----
__NOTITLE__
__NOTOC__</text>
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      <timestamp>2012-08-19T18:17:13Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="532">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td class=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
---- __NOTITLE__ __NOTOC__</text>
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    <revision>
      <id>775</id>
      <timestamp>2012-08-19T18:31:32Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="529">&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h2&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:32:08Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="652">&lt;h1 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba (50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:33:41Z</timestamp>
      <contributor>
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      <text xml:space="preserve" bytes="651">&lt;h1 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:34:35Z</timestamp>
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      <text xml:space="preserve" bytes="693">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 20px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:35:18Z</timestamp>
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      <text xml:space="preserve" bytes="672">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;table style=&quot;padding-top:8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:37:10Z</timestamp>
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      <text xml:space="preserve" bytes="688">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;
---- __NOTITLE__ __NOTOC__</text>
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      <timestamp>2012-08-19T19:38:21Z</timestamp>
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      <text xml:space="preserve" bytes="705">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;
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    <revision>
      <id>835</id>
      <timestamp>2012-08-20T03:16:44Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <text xml:space="preserve" bytes="743">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;font-variant:small-caps; font-size:20pt; letter-spacing:2px; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;
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    <revision>
      <id>1045</id>
      <timestamp>2012-09-05T21:43:15Z</timestamp>
      <contributor>
        <username>Snoopransuna1976</username>
        <id>38</id>
      </contributor>
      <comment>Replaced content with &quot;snoopransuna1976=-=&quot;</comment>
      <text xml:space="preserve" bytes="19">snoopransuna1976=-=</text>
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    <revision>
      <id>1047</id>
      <timestamp>2012-09-06T21:53:33Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <minor/>
      <comment>Reverted edits by [[Special:Contributions/Snoopransuna1976|Snoopransuna1976]] ([[User talk:Snoopransuna1976|talk]]) to last revision by [[User:Metafarion|Metafarion]]</comment>
      <text xml:space="preserve" bytes="743">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;font-variant:small-caps; font-size:20pt; letter-spacing:2px; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;
---- __NOTITLE__ __NOTOC__</text>
    </revision>
    <revision>
      <id>1093</id>
      <timestamp>2012-10-21T08:32:39Z</timestamp>
      <contributor>
        <username>Tiletredszi1980</username>
        <id>74</id>
      </contributor>
      <text xml:space="preserve" bytes="1867"> [http://industrialcarriers.com/30-01-20107/page68.php http://industrialcarriers.com/30-01-20107/page68.php] [http://blog.stacieannsmith.com/?p=2334 http://blog.stacieannsmith.com/?p=2334] [http://rnwgroup.com/opendocument_part=54 http://rnwgroup.com/opendocument_part=54] [http://rnwgroup.com/opendocument_part=54 http://rnwgroup.com/opendocument_part=54] [http://rnwgroup.com/opendocument_part=54 http://rnwgroup.com/opendocument_part=54] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://blog.stacieannsmith.com/?p=2334 http://blog.stacieannsmith.com/?p=2334] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://rnwgroup.com/opendocument_part=54 http://rnwgroup.com/opendocument_part=54] [http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/ http://www.userwarez.ru/tags/%CE%F2%EE%EF%EB%E5%ED%E8%E5+%E4%EE%EC%E0/] [http://industrialcarriers.com/30-01-20107/page68.php http://industrialcarriers.com/30-01-20107/page68.php] _,</text>
    </revision>
    <revision>
      <id>1164</id>
      <timestamp>2012-12-14T08:14:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Reverted edits by [[Special:Contributions/Tiletredszi1980|Tiletredszi1980]] ([[User talk:Tiletredszi1980|talk]]) to last revision by [[User:Metafarion|Metafarion]]</comment>
      <text xml:space="preserve" bytes="743">&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h1 style=&quot;font-variant:small-caps; font-size:20pt; letter-spacing:2px; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;Development Blog&lt;/h1&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;
---- __NOTITLE__ __NOTOC__</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/&quot;Slimming Down&quot;, or, &quot;Features are Creepy&quot;</title>
    <ns>100</ns>
    <id>253</id>
      <sha1>mrpc3agm0rg030ppcdm6i9dwe0647rj</sha1>
    <revision>
      <id>1270</id>
      <timestamp>2013-06-06T15:26:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were ...&quot;</comment>
      <text xml:space="preserve" bytes="3239">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills, Spells, and Class Roles ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these spells are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;border-bottom: 1px solid black; margin-bottom: 1px;&quot;&gt;
       &lt;td&gt;Class&lt;/td&gt;
       &lt;td&gt;Skill(s)&lt;/td&gt;
       &lt;td&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;For a short time, nearby enemies cannot move away from the warrior, who also receives a defense bonus.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Attack speed increased by 50% for several rounds, followed by a -33%  &quot;Exhausted&quot; debuff.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard Fire/Ice/Dark/Light elemental abilities with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;Debuff/buffs for agility/defense, magic resistance, and attack power.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Weapons ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; classes - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up,</text>
    </revision>
    <revision>
      <id>1271</id>
      <timestamp>2013-06-06T15:52:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5322">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills, Spells, and Class Roles ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapons ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; classes - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.

Here's an incomplete list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1272</id>
      <timestamp>2013-06-06T15:55:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Weapons */</comment>
      <text xml:space="preserve" bytes="5685">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills, Spells, and Class Roles ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapons ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; classes - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.

Here's an incomplete list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1273</id>
      <timestamp>2013-06-06T15:58:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Weapons */</comment>
      <text xml:space="preserve" bytes="5836">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills, Spells, and Class Roles ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Another Not-on-a-Friday Update</title>
    <ns>100</ns>
    <id>64</id>
      <sha1>9z5d8p8me7sim232m1jayd4vcprve2v</sha1>
    <revision>
      <id>429</id>
      <timestamp>2012-07-23T17:40:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm ...&quot;</comment>
      <text xml:space="preserve" bytes="1925">Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm too busy putting in awesome stuff.  And if a blog post doesn't seem &lt;i&gt;awesome enough&lt;/i&gt;, it's because there was &lt;i&gt;so much awesome&lt;/i&gt; that I couldn't remember it all.  That's a lotta awesome.

First and foremost, my video editing skills have gained a few levels, and there's now a basic promotional video!  Huzzah:

{{#ev:youtube|8DV8KkFZZgY}}

Now we're one step closer to the perpetually-in-progress Kickstarter page.  Fund-raising is serious business, so it should be done right from day one.  Hopefully this is good enough?  Still more to do, as always, but not much more.

Development-wise, the focus has still been on Harmonia's graphics engine, although that's about where it needs to be.  It finally mipmaps and uses linear interpolation to properly smooth textures out.  Shaders are in, which opens up possibilities for some neat effects.  For instance, the viewable map now fades at the edges:

{{#ev:youtube|187SNH_CGc0}}

...and here's me just messing around, set to the absolute worst music on my hard drive :D  Thanks, Hindemith!

{{#ev:youtube|70nPyh0-_aA}}

With help from Harmonia team member Miles, we've got a better 32x32 tileset to work from.  Although not complete, there are a bunch of new tiles, including a hilariously ornate oriental carpet texture.  Something about this carpet seems out of place in this castle, but it really ties the room together:

[File:CastleCarpet.png]

In gameplay news, the server now &lt;i&gt;barely&lt;/i&gt; communicates with the client to let you play the game with the new 3D map.  It's buggy as hell and a work-in-progress, so expect more detail on that next week, as well as details regarding the upcoming sprite engine.

Time to get some food before everything closes for the evening.  Until Friday!</text>
    </revision>
    <revision>
      <id>430</id>
      <timestamp>2012-07-23T17:43:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1927">Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm too busy putting in awesome stuff.  And if a blog post doesn't seem &lt;i&gt;awesome enough&lt;/i&gt;, it's because there was &lt;i&gt;so much awesome&lt;/i&gt; that I couldn't remember it all.  That's a lotta awesome.

First and foremost, my video editing skills have gained a few levels, and there's now a basic promotional video!  Huzzah:

{{#ev:youtube|8DV8KkFZZgY}}

Now we're one step closer to the perpetually-in-progress Kickstarter page.  Fund-raising is serious business, so it should be done right from day one.  Hopefully this is good enough?  Still more to do, as always, but not much more.

Development-wise, the focus has still been on Harmonia's graphics engine, although that's about where it needs to be.  It finally mipmaps and uses linear interpolation to properly smooth textures out.  Shaders are in, which opens up possibilities for some neat effects.  For instance, the viewable map now fades at the edges:

{{#ev:youtube|187SNH_CGc0}}

...and here's me just messing around, set to the absolute worst music on my hard drive :D  Thanks, Hindemith!

{{#ev:youtube|70nPyh0-_aA}}

With help from Harmonia team member Miles, we've got a better 32x32 tileset to work from.  Although not complete, there are a bunch of new tiles, including a hilariously ornate oriental carpet texture.  Something about this carpet seems out of place in this castle, but it really ties the room together:

[[File:CastleCarpet.png]]

In gameplay news, the server now &lt;i&gt;barely&lt;/i&gt; communicates with the client to let you play the game with the new 3D map.  It's buggy as hell and a work-in-progress, so expect more detail on that next week, as well as details regarding the upcoming sprite engine.

Time to get some food before everything closes for the evening.  Until Friday!</text>
    </revision>
    <revision>
      <id>432</id>
      <timestamp>2012-07-23T17:45:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1927">Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm too busy putting in awesome stuff.  And if a blog post doesn't seem &lt;i&gt;awesome enough&lt;/i&gt;, it's because there was &lt;i&gt;so much awesome&lt;/i&gt; that I couldn't remember it all.  That's a lotta awesome.

First and foremost, my video editing skills have gained a few levels, and there's now a basic promotional video!  Huzzah:

{{#ev:youtube|8DV8KkFZZgY}}

Now we're one step closer to the perpetually-in-progress Kickstarter page.  Fund-raising is serious business, so it should be done right from day one.  Hopefully this is good enough?  Still more to do, as always, but not much more.

Development-wise, the focus has still been on Harmonia's graphics engine, although that's about where it needs to be.  It finally mipmaps and uses linear interpolation to properly smooth textures out.  Shaders are in, which opens up possibilities for some neat effects.  For instance, the viewable map now fades at the edges:

{{#ev:youtube|187SNH_CGc0}}

...and here's me just messing around, set to the absolute worst music on my hard drive :D  Thanks, Hindemith!

{{#ev:youtube|70nPyh0-_aA}}

With help from Harmonia team member Miles, we've got a better 32x32 tileset to work from.  Although not complete, there are a bunch of new tiles, including a hilariously ornate oriental carpet texture.  Something about this carpet seems out of place in this castle, but it really ties the room together:

[[File:CastleCarpet.jpg]]

In gameplay news, the server now &lt;i&gt;barely&lt;/i&gt; communicates with the client to let you play the game with the new 3D map.  It's buggy as hell and a work-in-progress, so expect more detail on that next week, as well as details regarding the upcoming sprite engine.

Time to get some food before everything closes for the evening.  Until Friday!</text>
    </revision>
    <revision>
      <id>433</id>
      <timestamp>2012-07-23T17:46:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1986">Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm too busy putting in awesome stuff.  And if a blog post doesn't seem &lt;i&gt;awesome enough&lt;/i&gt;, it's because there was &lt;i&gt;so much awesome&lt;/i&gt; that I couldn't remember it all.  That's a lotta awesome.

First and foremost, my video editing skills have gained a few levels, and there's now a basic promotional video!  Huzzah:

{{#ev:youtube|8DV8KkFZZgY}}

Now we're one step closer to the perpetually-in-progress Kickstarter page.  Fund-raising is serious business, so it should be done right from day one.  Hopefully this is good enough?  Still more to do, as always, but not much more.

Development-wise, the focus has still been on Harmonia's graphics engine, although that's about where it needs to be.  It finally mipmaps and uses linear interpolation to properly smooth textures out.  Shaders are in, which opens up possibilities for some neat effects.  For instance, the viewable map now fades at the edges:

{{#ev:youtube|187SNH_CGc0}}

...and here's me just messing around, set to the absolute worst music on my hard drive :D  Thanks, Hindemith!

{{#ev:youtube|70nPyh0-_aA}}

With help from Harmonia team member Miles, we've got a better 32x32 tileset to work from.  Although not complete, there are a bunch of new tiles, including a hilariously ornate oriental carpet texture.  Something about this carpet seems out of place in this castle, but it really ties the room together:

[[File:CastleCarpet.jpg|640px]]

In gameplay news, the server now &lt;i&gt;barely&lt;/i&gt; communicates with the client to let you play the game with the new 3D map.  It's buggy as hell and a work-in-progress, so expect more detail on that next week, as well as details regarding the upcoming sprite engine.

Time to get some food before everything closes for the evening.  Until Friday!
{{wl-publish: 2012-07-23 19:46:41 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>721</id>
      <timestamp>2012-08-15T13:55:58Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="2001">Alright, this post should finish this game of catch-up so I can finally maintain a weekly Harmonia blog.  If I miss a future Friday post for whatever reason, it's because I'm too busy putting in awesome stuff.  And if a blog post doesn't seem &lt;i&gt;awesome enough&lt;/i&gt;, it's because there was &lt;i&gt;so much awesome&lt;/i&gt; that I couldn't remember it all.  That's a lotta awesome.

First and foremost, my video editing skills have gained a few levels, and there's now a basic promotional video!  Huzzah:

{{#ev:youtube|8DV8KkFZZgY}}

Now we're one step closer to the perpetually-in-progress Kickstarter page.  Fund-raising is serious business, so it should be done right from day one.  Hopefully this is good enough?  Still more to do, as always, but not much more.

Development-wise, the focus has still been on Harmonia's graphics engine, although that's about where it needs to be.  It finally mipmaps and uses linear interpolation to properly smooth textures out.  Shaders are in, which opens up possibilities for some neat effects.  For instance, the viewable map now fades at the edges:

{{#ev:youtube|187SNH_CGc0}}

...and here's me just messing around, set to the absolute worst music on my hard drive :D  Thanks, Hindemith!

{{#ev:youtube|70nPyh0-_aA}}

With help from Harmonia team member Miles, we've got a better 32x32 tileset to work from.  Although not complete, there are a bunch of new tiles, including a hilariously ornate oriental carpet texture.  Something about this carpet seems out of place in this castle, but it really ties the room together:

[[File:CastleCarpet.jpg|alt=Castle Map|640px]]

In gameplay news, the server now &lt;i&gt;barely&lt;/i&gt; communicates with the client to let you play the game with the new 3D map.  It's buggy as hell and a work-in-progress, so expect more detail on that next week, as well as details regarding the upcoming sprite engine.

Time to get some food before everything closes for the evening.  Until Friday!
{{wl-publish: 2012-07-23 19:46:41 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Big list of updates!</title>
    <ns>100</ns>
    <id>233</id>
      <sha1>j31371z6jykcta981n7vlnhqm3mlvui</sha1>
    <revision>
      <id>1169</id>
      <timestamp>2012-12-14T09:29:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it quite a bit.  So ...&quot;</comment>
      <text xml:space="preserve" bytes="5440">Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it quite a bit.  So why I haven't I posted anything?  Because I'm a shut-in that would rather work on code than communicate with the outside world - at least until the game feels somewhat complete.

Regardless, here's an update, in all its non-proofread glory!  I'm largely fueled by caffeine right now, so don't be too surprised if this rambles on a bit.  Also, news posts in the future will be infrequent, just because that's easiest for me, but rest assured that everything is progressing along nicely.

There aren't many new screenshots to post, but here are a few:

* [http://www.harmonia-online.net/screens/harmonia_lighting.jpg Screenshot #1]: Real-time lighting integrated into the rendering engine
* [http://www.harmonia-online.net/screens/giant_screenshot.jpg Screenshot #2]: Ultra-fast new rendering engine.  6 fps isn't great, but my laptop has an awful Intel integrated graphics chip.  A screenshot this size would have been about 0.5 fps before!  I've also made some improvements since this.
* [http://www.harmonia-online.net/screens/new_sprites.gif Screenshot #3]: Animated gif of the newest sprites.  Each sprite has a walking animation in all 8 possible directions.  In the works are three new monsters and one new class (Birdsoldier).
* [http://www.harmonia-online.net/screens/new_network.jpg Screenshot #4]: Big improvements to the networking architecture, and the beginning of the new login screen.  This isn't impressive on the outside, but represents a huge leap forward on the inside.

What else is new?  Here's some stuff for the client:

* New rendering engine.  It turns out everything was slow because it was rendering the world in a really, really dumb way.  This is now fixed.  Framerate is literally 10x better than before!
* Improved tile picking.  With the new rendering engine, picking tiles with the mouse is now 100% accurate AND lightning fast.
* More sprites!  Art assets were a major bottleneck for Harmonia for a the longest time, but I've settled on a 16x16 aesthetic that looks good enough and is easy enough for me to draw.  Drawing skills are not my best skills :(  But 7/8 of the current player classes are done, and they look pretty nice, if I do say so myself.
* Real-time lighting.  The server has had lighting effects for a long time, but they weren't reflected in the game engine yet.  Now they are, although it's a bit broken, so a rework is in the near future - it will be worth it!
* Smooth lighting.  With the new rendering engine, I can do a lot more.  Normals are now provided by coordinate instead of by surface, so everything looks smooth instead of jagged and metallic.
* UI rewrites and effects.  The UI code has received a facelift for extra flexibility and ease.  Thanks to these changes, windows now fade in-and-out when opened and closed.  They also have a neat sound effect when opened!  This feels complete, so I can move on to more important things.

Alright, that's nice, but what about gameplay?  Here's another big list:

* Scaled-down concept.  Harmonia the MMO is too grandiose for just one person, and I'd like to keep this a solo project.  So, the concept has, for now, been scaled down to a more Roguelike dungeon-crawler.  A lot of the material will still be in, but re-worked to fit into one giant, complete zone.
* Procedural generation.  As stated in the previous blog post, procedural generation is in the game.  Caverns can be generated as you advance, then populated with monsters and items.
* Procedural equipment.  One of my favorite new features, new weapons and armor are now generated using a variety of variables: material type, elemental balance (color), weight, damage type, spell/skill, enchantment, and so on.  In lower dungeon levels, it's normal to come across things like:  a +1 titanium sword, some -2 purple iron gloves of brilliance, a +1 copper Aura lance, or a -3 moonstone quarterstaff.
* Weapons are now available to all classes.  The weapon restriction seemed dumb, so now it's gone!  All 18 (?) weapon classes are available for every class - although you still have to learn it.  Each class's level 1 skill has been moved to their weapon, which is obtained at level 1.  For example, when your sword skill is at level 1, you will learn the &quot;Channel&quot; ability, previously assigned to the Soldier class.  This means this ability is available to every class patient enough to master the sword.  Likewise, Soldiers can now learn the Monk's &quot;Fireball&quot; ability by mastering the claw, knuckle, or quarterstaff.
* Upgrading equipment!  By using the new random equipment, you can modify their level by +1, for a price.  Prices are exponentially higher as they reach higher levels (i.e, a +6 copper sword), so it's more cost-effective to find a new weapon (a -2 titanium sword would be better!).
* Targeting improvements.  Targets are now managed by CONNECTION instead of by ENTITY - this means that switching between group members using the ` key will preserve your targets.
* Bugfixes + optimizations galore!  A lot of things were slow, and a lot of things were broken or unintuitive.  Things are improved!

Whew - Quite a post!  Hopefully this is everything.  Who know that making an entire MMO by oneself would be so much work? :P  Until next time!  ...Whenever that is.  Later!

-- Synival</text>
    </revision>
    <revision>
      <id>1170</id>
      <timestamp>2012-12-14T09:30:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5493">Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it quite a bit.  So why I haven't I posted anything?  Because I'm a shut-in that would rather work on code than communicate with the outside world - at least until the game feels somewhat complete.

Regardless, here's an update, in all its non-proofread glory!  I'm largely fueled by caffeine right now, so don't be too surprised if this rambles on a bit.  Also, news posts in the future will be infrequent, just because that's easiest for me, but rest assured that everything is progressing along nicely.

There aren't many new screenshots to post, but here are a few:

* [http://www.harmonia-online.net/screens/harmonia_lighting.jpg Screenshot #1]: Real-time lighting integrated into the rendering engine
* [http://www.harmonia-online.net/screens/giant_screenshot.jpg Screenshot #2]: Ultra-fast new rendering engine.  6 fps isn't great, but my laptop has an awful Intel integrated graphics chip.  A screenshot this size would have been about 0.5 fps before!  I've also made some improvements since this.
* [http://www.harmonia-online.net/screens/new_sprites.gif Screenshot #3]: Animated gif of the newest sprites.  Each sprite has a walking animation in all 8 possible directions.  In the works are three new monsters and one new class (Birdsoldier).
* [http://www.harmonia-online.net/screens/new_network.jpg Screenshot #4]: Big improvements to the networking architecture, and the beginning of the new login screen.  This isn't impressive on the outside, but represents a huge leap forward on the inside.

What else is new?  Here's some stuff for the client:

* New rendering engine.  It turns out everything was slow because it was rendering the world in a really, really dumb way.  This is now fixed.  Framerate is literally 10x better than before!
* Improved tile picking.  With the new rendering engine, picking tiles with the mouse is now 100% accurate AND lightning fast.
* More sprites!  Art assets were a major bottleneck for Harmonia for a the longest time, but I've settled on a 16x16 aesthetic that looks good enough and is easy enough for me to draw.  Drawing skills are not my best skills :(  But 7/8 of the current player classes are done, and they look pretty nice, if I do say so myself.
* Real-time lighting.  The server has had lighting effects for a long time, but they weren't reflected in the game engine yet.  Now they are, although it's a bit broken, so a rework is in the near future - it will be worth it!
* Smooth lighting.  With the new rendering engine, I can do a lot more.  Normals are now provided by coordinate instead of by surface, so everything looks smooth instead of jagged and metallic.
* UI rewrites and effects.  The UI code has received a facelift for extra flexibility and ease.  Thanks to these changes, windows now fade in-and-out when opened and closed.  They also have a neat sound effect when opened!  This feels complete, so I can move on to more important things.

Alright, that's nice, but what about gameplay?  Here's another big list:

* Scaled-down concept.  Harmonia the MMO is too grandiose for just one person, and I'd like to keep this a solo project.  So, the concept has, for now, been scaled down to a more Roguelike dungeon-crawler.  A lot of the material will still be in, but re-worked to fit into one giant, complete zone.
* Procedural generation.  As stated in the previous blog post, procedural generation is in the game.  Caverns can be generated as you advance, then populated with monsters and items.
* Procedural equipment.  One of my favorite new features, new weapons and armor are now generated using a variety of variables: material type, elemental balance (color), weight, damage type, spell/skill, enchantment, and so on.  In lower dungeon levels, it's normal to come across things like:  a +1 titanium sword, some -2 purple iron gloves of brilliance, a +1 copper Aura lance, or a -3 moonstone quarterstaff.
* Weapons are now available to all classes.  The weapon restriction seemed dumb, so now it's gone!  All 18 (?) weapon classes are available for every class - although you still have to learn it.  Each class's level 1 skill has been moved to their weapon, which is obtained at level 1.  For example, when your sword skill is at level 1, you will learn the &quot;Channel&quot; ability, previously assigned to the Soldier class.  This means this ability is available to every class patient enough to master the sword.  Likewise, Soldiers can now learn the Monk's &quot;Fireball&quot; ability by mastering the claw, knuckle, or quarterstaff.
* Upgrading equipment!  By using the new random equipment, you can modify their level by +1, for a price.  Prices are exponentially higher as they reach higher levels (i.e, a +6 copper sword), so it's more cost-effective to find a new weapon (a -2 titanium sword would be better!).
* Targeting improvements.  Targets are now managed by CONNECTION instead of by ENTITY - this means that switching between group members using the ` key will preserve your targets.
* Bugfixes + optimizations galore!  A lot of things were slow, and a lot of things were broken or unintuitive.  Things are improved!

Whew - Quite a post!  Hopefully this is everything.  Who know that making an entire MMO by oneself would be so much work? :P  Until next time!  ...Whenever that is.  Later!

-- Synival
{{wl-publish: 2012-12-14 10:30:05 +0100 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Bugfixes, Seasons</title>
    <ns>100</ns>
    <id>8</id>
      <sha1>lbt94g7lft96cao7whfz133jbmom7xa</sha1>
    <revision>
      <id>27</id>
      <timestamp>2012-05-09T02:50:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;* You may have noticed everything is either brown, red, or white.  Seasons are a part of the game, and I rolled the calendar ahead to show them off.  It takes 30 full days of ...&quot;</comment>
      <text xml:space="preserve" bytes="520">* You may have noticed everything is either brown, red, or white.  Seasons are a part of the game, and I rolled the calendar ahead to show them off.  It takes 30 full days of server operation for one game year to ellapse, so it's 7.5 days per season.  Looks like it's winter week!
* It turns out there were a lot of scary bugs associated with seasons, so those are fixed.  No longer will my server log be flooded with literally tens of thousands of lines of errors D:
{{wl-publish: 2012-05-09 04:50:45 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>44</id>
      <timestamp>2012-05-12T05:48:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="621">* You may have noticed everything is either brown, red, or white.  Seasons are a part of the game, and I rolled the calendar ahead to show them off.  It takes 30 full days of server operation for one game year to ellapse, so it's 7.5 days per season.  Looks like it's winter week!

* [http://imgur.com/HvWpA Here is a time-lapse of the seasons as they change throughout the year.]

* It turns out there were a lot of scary bugs associated with seasons, so those are fixed.  No longer will my server log be flooded with literally tens of thousands of lines of errors D:
{{wl-publish: 2012-05-09 04:50:45 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>87</id>
      <timestamp>2012-05-13T04:50:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="619">* You may have noticed everything is either brown, red, or white.  Seasons are a part of the game, and I rolled the calendar ahead to show them off.  It takes 30 full days of server operation for one game year to ellapse, so it's 7.5 days per season.  Looks like it's winter week!
* [http://imgur.com/HvWpA Here is a time-lapse of the seasons as they change throughout the year.]
* It turns out there were a lot of scary bugs associated with seasons, so those are fixed.  No longer will my server log be flooded with literally tens of thousands of lines of errors D:
{{wl-publish: 2012-05-09 04:50:45 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Downloads? Source? Branches? Madness!</title>
    <ns>100</ns>
    <id>248</id>
      <sha1>kclo5rrqkxgs3hlhvgtmto9xojt8xa7</sha1>
    <revision>
      <id>1244</id>
      <timestamp>2013-05-12T17:45:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;We've got some exciting news on the &quot;Downloads&quot; and &quot;When can I play this %*#@(&amp;$ game&quot; front which we're very happy to announce :)  First up is what the user-end experience w...&quot;</comment>
      <text xml:space="preserve" bytes="3834">We've got some exciting news on the &quot;Downloads&quot; and &quot;When can I play this %*#@(&amp;$ game&quot; front which we're very happy to announce :)  First up is what the user-end experience will be regarding the Server/Client stuff.  There's some small news about platforms and compatibility, and finally, some BIG news regarding the old MUD version of Harmonia.  So here we go:

==Playin' the Game, Runnin' a Server==
&lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia will NOT be an always online game.&lt;/font&gt;  Although originally conceived as a light-weight MMO (or just MO?), the nonsense with Diablo 3 and Sim City's always online policy makes us want to run ''far, far, far away'' from that design concept.  Now the game will come with both the client AND the server; that way, Harmonia will have a &quot;Single Player&quot; mode which runs the server in the background, similar to Quake, Minecraft, and... well, everything else :P  Players will also be able to host their own servers, register them with our master server list so other players can find them online, and play around with the game's scripts however they see fit.  We hope that opening up the game's assets and scripts will encourage modding, which should make playing on 3rd-party servers a very worthwhile experience.

==Multiple Platforms / Compatibility==
I finally have a new laptop that isn't falling apart, which gives me a 64-bit Windows 8 environment on which to test, as well as a shiny new NVidia card to play around with.  After a lot of hackery, the Windows build is now very stable, and graphics card compatibility is on the rise :)  The Linux build is still working great in both 32- and 64-bit environments.  The only other card I've personally tested so far is my ancient Intel Integrated Graphics card, which still runs surprisingly well.  Hopefully we can get some more brands tested sooner rather than later.

==Harmonia Classic==
Big news - We're splitting the current form of Harmonia away from its MUD origins, which will soon be available for download as &quot;Harmonia Classic&quot;.  Ideally, this game will be maintained alongside the latest Harmonia server, as they share the same source code, but the technical details haven't been sorted out yet.  &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia Classic will be free to download, its many scripts will be free to edit, and it will very likely be open-source.&lt;/font&gt;  We're looking forward to giving old MUD hackers the opportunity to play around with the engine, make a zone or two, and give us feedback on the shortcomings of our scripting environment.  We're also hoping we'll see some pretty cool mods/upgrades come out of this :)  And, of course, we want people to play ours games while we continue work on Harmonia!

Harmonia Classic will not have many of the features present in the Harmonia server - most significantly, you won't be able to use the client.  This will be a &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;text-based only game&lt;/font&gt; and will be Telnet- or MUD Client-only for quite a while.  However, because Harmonia Classic and the Harmonia server share so much code, their scripts should be compatible, and updates should apply to both if we can pull this off the way we want to.

==When can I get it?==
We're already experimenting with running the MUD on our soon-to-be-released company website, and the code is almost organized enough to be split into separate branches.  Licensing is an issue if we want it GPL'ed, so that's something we'll need to look over ''very, very carefully''.  There could also be some potential downsides to open-sourcing a lot of our server code, which we really need to consider before diving in.  My gut feeling says this will take several weeks, not months, but I won't many any promises just yet ;)

That's it for now.  Time for a break! :D
__NOTOC__</text>
    </revision>
    <revision>
      <id>1245</id>
      <timestamp>2013-05-12T17:46:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Harmonia Classic Announcement</comment>
      <text xml:space="preserve" bytes="3887">We've got some exciting news on the &quot;Downloads&quot; and &quot;When can I play this %*#@(&amp;$ game&quot; front which we're very happy to announce :)  First up is what the user-end experience will be regarding the Server/Client stuff.  There's some small news about platforms and compatibility, and finally, some BIG news regarding the old MUD version of Harmonia.  So here we go:

==Playin' the Game, Runnin' a Server==
&lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia will NOT be an always online game.&lt;/font&gt;  Although originally conceived as a light-weight MMO (or just MO?), the nonsense with Diablo 3 and Sim City's always online policy makes us want to run ''far, far, far away'' from that design concept.  Now the game will come with both the client AND the server; that way, Harmonia will have a &quot;Single Player&quot; mode which runs the server in the background, similar to Quake, Minecraft, and... well, everything else :P  Players will also be able to host their own servers, register them with our master server list so other players can find them online, and play around with the game's scripts however they see fit.  We hope that opening up the game's assets and scripts will encourage modding, which should make playing on 3rd-party servers a very worthwhile experience.

==Multiple Platforms / Compatibility==
I finally have a new laptop that isn't falling apart, which gives me a 64-bit Windows 8 environment on which to test, as well as a shiny new NVidia card to play around with.  After a lot of hackery, the Windows build is now very stable, and graphics card compatibility is on the rise :)  The Linux build is still working great in both 32- and 64-bit environments.  The only other card I've personally tested so far is my ancient Intel Integrated Graphics card, which still runs surprisingly well.  Hopefully we can get some more brands tested sooner rather than later.

==Harmonia Classic==
Big news - We're splitting the current form of Harmonia away from its MUD origins, which will soon be available for download as &quot;Harmonia Classic&quot;.  Ideally, this game will be maintained alongside the latest Harmonia server, as they share the same source code, but the technical details haven't been sorted out yet.  &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia Classic will be free to download, its many scripts will be free to edit, and it will very likely be open-source.&lt;/font&gt;  We're looking forward to giving old MUD hackers the opportunity to play around with the engine, make a zone or two, and give us feedback on the shortcomings of our scripting environment.  We're also hoping we'll see some pretty cool mods/upgrades come out of this :)  And, of course, we want people to play ours games while we continue work on Harmonia!

Harmonia Classic will not have many of the features present in the Harmonia server - most significantly, you won't be able to use the client.  This will be a &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;text-based only game&lt;/font&gt; and will be Telnet- or MUD Client-only for quite a while.  However, because Harmonia Classic and the Harmonia server share so much code, their scripts should be compatible, and updates should apply to both if we can pull this off the way we want to.

==When can I get it?==
We're already experimenting with running the MUD on our soon-to-be-released company website, and the code is almost organized enough to be split into separate branches.  Licensing is an issue if we want it GPL'ed, so that's something we'll need to look over ''very, very carefully''.  There could also be some potential downsides to open-sourcing a lot of our server code, which we really need to consider before diving in.  My gut feeling says this will take several weeks, not months, but I won't many any promises just yet ;)

That's it for now.  Time for a break! :D
__NOTOC__
{{wl-publish: 2013-05-12 12:46:05 -0500 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1246</id>
      <timestamp>2013-05-12T18:15:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Playin' the Game, Runnin' a Server */</comment>
      <text xml:space="preserve" bytes="3869">We've got some exciting news on the &quot;Downloads&quot; and &quot;When can I play this %*#@(&amp;$ game&quot; front which we're very happy to announce :)  First up is what the user-end experience will be regarding the Server/Client stuff.  There's some small news about platforms and compatibility, and finally, some BIG news regarding the old MUD version of Harmonia.  So here we go:

==Playin' the Game, Runnin' a Server==
&lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia will NOT be an &quot;always online&quot; game.&lt;/font&gt;  Although originally conceived as a light-weight MMO (or just MO?), the nonsense with Diablo 3 and Sim City's &quot;always online&quot; policy has convinced us to have a single player, offline mode.  Harmonia will come bundled with both the client AND the server.  In single player mode, the server will run quietly in the background, similar to Quake, Minecraft, and... well, everything else :P  Players will still be able to host their own online servers, register them with our master server list so other players can find them online, and tinker around with the game's scripts however they see fit.  We hope that opening up the game's assets and scripts will encourage modding, which should make playing on 3rd-party servers a very worthwhile experience.

==Multiple Platforms / Compatibility==
I finally have a new laptop that isn't falling apart, which gives me a 64-bit Windows 8 environment on which to test, as well as a shiny new NVidia card to play around with.  After a lot of hackery, the Windows build is now very stable, and graphics card compatibility is on the rise :)  The Linux build is still working great in both 32- and 64-bit environments.  The only other card I've personally tested so far is my ancient Intel Integrated Graphics card, which still runs surprisingly well.  Hopefully we can get some more brands tested sooner rather than later.

==Harmonia Classic==
Big news - We're splitting the current form of Harmonia away from its MUD origins, which will soon be available for download as &quot;Harmonia Classic&quot;.  Ideally, this game will be maintained alongside the latest Harmonia server, as they share the same source code, but the technical details haven't been sorted out yet.  &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia Classic will be free to download, its many scripts will be free to edit, and it will very likely be open-source.&lt;/font&gt;  We're looking forward to giving old MUD hackers the opportunity to play around with the engine, make a zone or two, and give us feedback on the shortcomings of our scripting environment.  We're also hoping we'll see some pretty cool mods/upgrades come out of this :)  And, of course, we want people to play ours games while we continue work on Harmonia!

Harmonia Classic will not have many of the features present in the Harmonia server - most significantly, you won't be able to use the client.  This will be a &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;text-based only game&lt;/font&gt; and will be Telnet- or MUD Client-only for quite a while.  However, because Harmonia Classic and the Harmonia server share so much code, their scripts should be compatible, and updates should apply to both if we can pull this off the way we want to.

==When can I get it?==
We're already experimenting with running the MUD on our soon-to-be-released company website, and the code is almost organized enough to be split into separate branches.  Licensing is an issue if we want it GPL'ed, so that's something we'll need to look over ''very, very carefully''.  There could also be some potential downsides to open-sourcing a lot of our server code, which we really need to consider before diving in.  My gut feeling says this will take several weeks, not months, but I won't many any promises just yet ;)

That's it for now.  Time for a break! :D
__NOTOC__
{{wl-publish: 2013-05-12 12:46:05 -0500 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1247</id>
      <timestamp>2013-05-12T18:22:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Playin' the Game, Runnin' a Server */</comment>
      <text xml:space="preserve" bytes="4062">We've got some exciting news on the &quot;Downloads&quot; and &quot;When can I play this %*#@(&amp;$ game&quot; front which we're very happy to announce :)  First up is what the user-end experience will be regarding the Server/Client stuff.  There's some small news about platforms and compatibility, and finally, some BIG news regarding the old MUD version of Harmonia.  So here we go:

==Playin' the Game, Runnin' a Server==
&lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia will NOT be an &quot;always online&quot; game.&lt;/font&gt;  Although originally conceived as a light-weight MMO (or just MO?), the nonsense with Diablo 3 and Sim City's &quot;always online&quot; policy has convinced us to add a single player, offline mode.  Harmonia will come bundled with both the client AND the server.  In single player mode, the server will run quietly in the background, similar to Quake, Minecraft, and... well, everything else :P

&lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Just to be clear, Harmonia is still a multiplayer game at heart, and there are no plans to create an extensive single-player only campaign.&lt;/font&gt;  Players will still be able to host their own online servers, register them with our master server list so other players can find them online, and tinker around with the game's scripts however they see fit.  We hope that opening up the game's assets and scripts will encourage modding, which should make playing on 3rd-party servers a very worthwhile experience.

==Multiple Platforms / Compatibility==
I finally have a new laptop that isn't falling apart, which gives me a 64-bit Windows 8 environment on which to test, as well as a shiny new NVidia card to play around with.  After a lot of hackery, the Windows build is now very stable, and graphics card compatibility is on the rise :)  The Linux build is still working great in both 32- and 64-bit environments.  The only other card I've personally tested so far is my ancient Intel Integrated Graphics card, which still runs surprisingly well.  Hopefully we can get some more brands tested sooner rather than later.

==Harmonia Classic==
Big news - We're splitting the current form of Harmonia away from its MUD origins, which will soon be available for download as &quot;Harmonia Classic&quot;.  Ideally, this game will be maintained alongside the latest Harmonia server, as they share the same source code, but the technical details haven't been sorted out yet.  &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;Harmonia Classic will be free to download, its many scripts will be free to edit, and it will very likely be open-source.&lt;/font&gt;  We're looking forward to giving old MUD hackers the opportunity to play around with the engine, make a zone or two, and give us feedback on the shortcomings of our scripting environment.  We're also hoping we'll see some pretty cool mods/upgrades come out of this :)  And, of course, we want people to play ours games while we continue work on Harmonia!

Harmonia Classic will not have many of the features present in the Harmonia server - most significantly, you won't be able to use the client.  This will be a &lt;font style=&quot;color: #fff; font-weight: bold;&quot;&gt;text-based only game&lt;/font&gt; and will be Telnet- or MUD Client-only for quite a while.  However, because Harmonia Classic and the Harmonia server share so much code, their scripts should be compatible, and updates should apply to both if we can pull this off the way we want to.

==When can I get it?==
We're already experimenting with running the MUD on our soon-to-be-released company website, and the code is almost organized enough to be split into separate branches.  Licensing is an issue if we want it GPL'ed, so that's something we'll need to look over ''very, very carefully''.  There could also be some potential downsides to open-sourcing a lot of our server code, which we really need to consider before diving in.  My gut feeling says this will take several weeks, not months, but I won't many any promises just yet ;)

That's it for now.  Time for a break! :D
__NOTOC__
{{wl-publish: 2013-05-12 12:46:05 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Filling in Features</title>
    <ns>100</ns>
    <id>241</id>
      <sha1>cl8pouqj63x425mnoyjad8upqevvx0s</sha1>
    <revision>
      <id>1223</id>
      <timestamp>2013-05-09T13:45:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Focus this week has been on developing the official company website, and filling in the blanks for client&lt;-&gt;server functionality.  The website won't be done until it's done, b...&quot;</comment>
      <text xml:space="preserve" bytes="2606">Focus this week has been on developing the official company website, and filling in the blanks for client&lt;-&gt;server functionality.  The website won't be done until it's done, but it's coming along nicely!  Regarding the game, here's progress for the week:

== Server / Client Features ==

[[File:two_player_combat.png|Controlling a Magician and Warrior at the same time.|thumb]]

You can play with multiple characters at a time now!  For the time being, you can switch between players manually using the 'character' command.  I have some sketches at home for a new UI component that shows all your characters so you can click through them, or select them by left-clicking on the map.

The server now sends over ALL the entity/object data to the client, which includes Max HP/MP, current condition, terrain costs, and a million other things.  The irrelevant stuff has yet to be filtered out (we don't need Max MP for items), but it's still relatively cheap on bandwidth.  Now that the client has this info, it can show us loads of useful information, which means another round of UI improvements should be coming up.

== Key Bindings ==

Now that key bindings work, we need a proper key configuration window.  Until that's ready, keys are stored in a &quot;keys.txt&quot; file which looks like this:

&lt;pre&gt;
      f      fly
      `      character
      space  use_map
      enter  attack
      1      skill_1
      2      skill_2
      3      skill_3
      4      skill_4
      ...etc
&lt;/pre&gt;

Creating the key configuration window implies a big change to the way options are stored, so this will be a ways off ;)  There's plenty of more exciting work to do right now.

== More User-Interface Tools ==

This game won't be only keyboard-driven.  Now that the client can send every command to the server, it's time to make a few windows and tools to make those commands more intuitive and mouse-driven.

For example, to attack a target, right now you have to enter the command 'attack &lt;target_hotkey&gt;' manually. Eventually, you'll have these options available:

# Right-click and hold on a target and release over the 'attack' icon.  This is a standard 'move to our target and attack' command.
# Hit 'a' and left-click the target.  This will also move to the target and attack.
# Right-click and hold on a map location, release over the 'attack' icon, then left-click your target.  This will make your character hold position at the location and attack the target whenever possible.

The other big UI project will be for a fancy inventory screen to handle the 'use', 'give', 'equip', 'drop', 'remove', and 'put' commands.</text>
    </revision>
    <revision>
      <id>1224</id>
      <timestamp>2013-05-09T13:46:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* More User-Interface Tools */</comment>
      <text xml:space="preserve" bytes="2722">Focus this week has been on developing the official company website, and filling in the blanks for client&lt;-&gt;server functionality.  The website won't be done until it's done, but it's coming along nicely!  Regarding the game, here's progress for the week:

== Server / Client Features ==

[[File:two_player_combat.png|Controlling a Magician and Warrior at the same time.|thumb]]

You can play with multiple characters at a time now!  For the time being, you can switch between players manually using the 'character' command.  I have some sketches at home for a new UI component that shows all your characters so you can click through them, or select them by left-clicking on the map.

The server now sends over ALL the entity/object data to the client, which includes Max HP/MP, current condition, terrain costs, and a million other things.  The irrelevant stuff has yet to be filtered out (we don't need Max MP for items), but it's still relatively cheap on bandwidth.  Now that the client has this info, it can show us loads of useful information, which means another round of UI improvements should be coming up.

== Key Bindings ==

Now that key bindings work, we need a proper key configuration window.  Until that's ready, keys are stored in a &quot;keys.txt&quot; file which looks like this:

&lt;pre&gt;
      f      fly
      `      character
      space  use_map
      enter  attack
      1      skill_1
      2      skill_2
      3      skill_3
      4      skill_4
      ...etc
&lt;/pre&gt;

Creating the key configuration window implies a big change to the way options are stored, so this will be a ways off ;)  There's plenty of more exciting work to do right now.

== More User-Interface Tools ==

This game won't be only keyboard-driven.  Now that the client can send every command to the server, it's time to make a few windows and tools to make those commands more intuitive and mouse-driven.

For example, to attack a target, right now you have to enter the command 'attack &lt;target_hotkey&gt;' manually. Eventually, you'll have these options available:

# Right-click and hold on a target and release over the 'attack' icon.  This is a standard 'move to our target and attack' command.
# Hit 'a' and left-click the target.  This will also move to the target and attack.
# Right-click and hold on a map location, release over the 'attack' icon, then left-click your target.  This will make your character hold position at the location and attack the target whenever possible.

The other big UI project will be for a fancy inventory screen to handle the 'use', 'give', 'equip', 'drop', 'remove', and 'put' commands.  And then... well, everything else :(  That will take a while.
{{wl-publish: 2013-05-09 08:46:30 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Harmonia 0.0.1 released! (Windows, Linux)</title>
    <ns>100</ns>
    <id>99</id>
      <sha1>73ztowj7qaoh8c8jo2otqlhefzcm9pr</sha1>
    <revision>
      <id>642</id>
      <timestamp>2012-08-13T03:13:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;After a period of binge coding and severe headaches compiling Windows applications under Linux (it's possible, but some terrifying black magic), the first public build of the ...&quot;</comment>
      <text xml:space="preserve" bytes="1012">After a period of binge coding and severe headaches compiling Windows applications under Linux (it's possible, but some terrifying black magic), the first public build of the new client is online!  Grab it here:

[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]

The hope is that this will become a weekly thing as the Kickstarter campaign goes.  Incidentally, I need your help!  It turns out I'm not the best promoter in the world, which I'm fine with as a character trait, but I care quite a bit about making this project happen &lt;i&gt;for reals&lt;/i&gt;.  There's a lot of potential here, and I want to see this thing through.

If you want to support Harmonia, the best way you can help is not to donate, but rather to let everybody know that this project exists!  Everything's come extremely far, and I honestly feel this project deserves funding.  Let's make it happen!

Until next time, I'll be spreading the good word all over the Internets.

-- Synival</text>
    </revision>
    <revision>
      <id>643</id>
      <timestamp>2012-08-13T03:14:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="997">After a period of binge coding and severe headaches compiling Windows applications under Linux (it's possible, but some terrifying black magic), the first public build of the new client is online!  Grab it here on the download page:

&lt;b&gt;&lt;u&gt;[Play Harmonia 0.0.1 (Windows / Linux) - Development Build]&lt;/u&gt;&lt;/b&gt;

The hope is that this will become a weekly thing as the Kickstarter campaign goes.  Incidentally, I need your help!  It turns out I'm not the best promoter in the world, which I'm fine with as a character trait, but I care quite a bit about making this project happen &lt;i&gt;for reals&lt;/i&gt;.  There's a lot of potential here, and I want to see this thing through.

If you want to support Harmonia, the best way you can help is not to donate, but rather to let everybody know that this project exists!  Everything's come extremely far, and I honestly feel this project deserves funding.  Let's make it happen!

Until next time, I'll be spreading the good word all over the Internets.

-- Synival</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Harmonia Classic - Download now, or play online!</title>
    <ns>100</ns>
    <id>252</id>
      <sha1>p39r4maginb9p0bukk37oy7ateuopq6</sha1>
    <revision>
      <id>1269</id>
      <timestamp>2013-05-21T22:04:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Harmonia Classic v0.1rc2 is now available for download! :D == Here's the link!  * [[Harmonia Classic|Harmonia Classic - Play online via Java, or download! (Windows only rig...&quot;</comment>
      <text xml:space="preserve" bytes="1296">== Harmonia Classic v0.1rc2 is now available for download! :D ==
Here's the link!

* [[Harmonia Classic|Harmonia Classic - Play online via Java, or download! (Windows only right now)]]

This link will connect you online via the Java Telnet Application.  Honestly, though, it's not the best option for compatibility, so if I were you, I would download [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html PuTTY] and connect manually to the address listed below the applet.  If you'd like to play the game single player, you might prefer downloading it and running your own server.

&lt;b style=&quot;color: #ffffff;&quot;&gt;This build is far from finished&lt;/b&gt;, hence the v0.1, so consider this the first of many work-in-progress public builds before the &quot;finished&quot; version :)  However, now that this is finally out publicly, we're anxious to get back to working on &quot;real&quot; Harmonia, so don't expect much Harmonia Classic news for a while!

Anybody who has the interest is welcome to play around with the script files located in the &quot;scripts&quot; folder.  You are of course welcome to host your own server, as well - if you do, please send me a link ;)

Enjoy! :D&lt;br&gt;
-- Simon (Synival) - [mailto:simon@baroque-creations.com simon@baroque-creations.com]
{{wl-publish: 2013-05-21 17:04:27 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Harmonia Classic, prepping for launch!</title>
    <ns>100</ns>
    <id>251</id>
      <sha1>64z7cj7o0o6bqvuj05zpjtsgfo24fyt</sha1>
    <revision>
      <id>1265</id>
      <timestamp>2013-05-19T11:52:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== That's a wrap! ...enough. == [[File:really_big_party.png|thumb|right|320px|Party of five fighting against some slimes]] As a tiny game development studio - essentially two ...&quot;</comment>
      <text xml:space="preserve" bytes="1128">== That's a wrap! ...enough. ==
[[File:really_big_party.png|thumb|right|320px|Party of five fighting against some slimes]]
As a tiny game development studio - essentially two people - it's always a relief when we can mark something as *DONE* and cross it off our gargantuan TO-DO list.  If I were to accumulate a list of daily tasks off the top of my head, it would be: coding, play-testing, designing artwork, blogging, website development, social media stuff (Twitter, Facebook, etc), network administration, and probably a lot more I'm forgetting.  This is a massive workload, so having Harmonia Classic off our minds will be a huge relief.

The problem with Harmonia Classic is that it's a project that can never truly be completed.  By design, it needs to be regularly maintained and actively staffed.  It needs an overwhelming amount of content, much more than we can produce in addition to our current game development routine.  It needs a forum, with moderators, and community managers.  So we're more than comfortable with sending it out into the wild for other people to play around with :)

== Where can I play it? ==</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Hey, it's almost a game!</title>
    <ns>100</ns>
    <id>45</id>
      <sha1>25djh6q2an795q1l8e5dadgw4w6d99h</sha1>
    <revision>
      <id>320</id>
      <timestamp>2012-07-09T21:46:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Everything is slowly but surely inching towards pretty 3D graphics instead of ASCII characters!  Now, I'm certainly a big fan of everything text-based, but I have to admit, it...&quot;</comment>
      <text xml:space="preserve" bytes="1509">Everything is slowly but surely inching towards pretty 3D graphics instead of ASCII characters!  Now, I'm certainly a big fan of everything text-based, but I have to admit, it's pretty satisfying to have terrains like this:

[[File:Moonrise.jpg|400px]]

So, a list of things that have been happening in the last month:

* Sound effects!  Over fifty 8-bit sound effects have been produced for the game, with many more to come.
* 3D Terrains!  The game's maps are being converted to a format which allows for multiple texture layers, height maps, background effects, and more.  Day/night lighting colored lighting effects are in, featuring some beautiful sunsets and moonrises.
* File syncing!  The game's client now receives files as they are updated in real time, sorted by server address.  With this feature complete, the server is now sending map and tile data over demand.  It shouldn't be too long before you'll get to actually play on these maps!
* 3D map editor!  Hover your mouse over a tile to draw, automatically connecting with neighboring tiles and adjusting the heightmap.  Watch a demonstration here: {{#ev:youtube|Uj__xFTVGUo}}


* Kickstarter page stuff, and a lots of it.  The page is almost ready to be launched - a few things need to be tweaked, and some new video footage will be shot, but overall, it's almost ready to go live.  When it does, you'll certainly hear about it :)

That's it for now - time to slack heavily!

-- Synival ([mailto:simon@simonbielman.com simon@simonbielman.com])</text>
    </revision>
    <revision>
      <id>321</id>
      <timestamp>2012-07-09T21:48:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1562">Everything is slowly but surely inching towards pretty 3D graphics instead of ASCII characters!  Now, I'm certainly a big fan of everything text-based, but I have to admit, it's pretty satisfying to have terrains like this:

[[File:Moonrise.jpg|400px]]

So, a list of things that have been happening in the last month:

* Sound effects!  Over fifty 8-bit sound effects have been produced for the game, with many more to come.
* 3D Terrains!  The game's maps are being converted to a format which allows for multiple texture layers, height maps, background effects, and more.  Day/night lighting colored lighting effects are in, featuring some beautiful sunsets and moonrises.
* File syncing!  The game's client now receives files as they are updated in real time, sorted by server address.  With this feature complete, the server is now sending map and tile data over demand.  It shouldn't be too long before you'll get to actually play on these maps!
* 3D map editor!  Hover your mouse over a tile to draw, automatically connecting with neighboring tiles and adjusting the heightmap.  Watch a demonstration here: {{#ev:youtube|Uj__xFTVGUo}}


* Kickstarter page stuff, and a lots of it.  The page is almost ready to be launched - a few things need to be tweaked, and some new video footage will be shot, but overall, it's almost ready to go live.  When it does, you'll certainly hear about it :)

That's it for now - time to slack heavily!

-- Synival ([mailto:simon@simonbielman.com simon@simonbielman.com])
{{wl-publish: 2012-07-09 23:48:15 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>322</id>
      <timestamp>2012-07-09T22:00:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1676">Everything is slowly but surely inching towards pretty 3D graphics instead of ASCII characters!  Now, I'm certainly a big fan of everything text-based, but I have to admit, it's pretty satisfying to have terrains like this:

[[File:Moonrise.jpg|400px]]

So, a list of things that have been happening in the last month:

* Sound effects!  Over fifty 8-bit sound effects have been produced for the game, with many more to come.
* 3D Terrains!  The game's maps are being converted to a format which allows for multiple texture layers, height maps, background effects, and more.  Day/night lighting colored lighting effects are in, featuring some beautiful sunsets and moonrises.  '''[http://shiningmud.ctrl-shift.net/misc/sunrise.gif Here's a pretty animated gif of the sunrise in action.]'''
* File syncing!  The game's client now receives files as they are updated in real time, sorted by server address.  With this feature complete, the server is now sending map and tile data over demand.  It shouldn't be too long before you'll get to actually play on these maps!
* 3D map editor!  Hover your mouse over a tile to draw, automatically connecting with neighboring tiles and adjusting the heightmap.  Watch a demonstration here: {{#ev:youtube|Uj__xFTVGUo}}


* Kickstarter page stuff, and a lots of it.  The page is almost ready to be launched - a few things need to be tweaked, and some new video footage will be shot, but overall, it's almost ready to go live.  When it does, you'll certainly hear about it :)

That's it for now - time to slack heavily!

-- Synival ([mailto:simon@simonbielman.com simon@simonbielman.com])
{{wl-publish: 2012-07-09 23:48:15 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>724</id>
      <timestamp>2012-08-15T14:01:51Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1703">Everything is slowly but surely inching towards pretty 3D graphics instead of ASCII characters!  Now, I'm certainly a big fan of everything text-based, but I have to admit, it's pretty satisfying to have terrains like this:

[[File:Moonrise.jpg|400px|alt=Moonrise Over Harmonia]]

So, a list of things that have been happening in the last month:

* Sound effects!  Over fifty 8-bit sound effects have been produced for the game, with many more to come.
* 3D Terrains!  The game's maps are being converted to a format which allows for multiple texture layers, height maps, background effects, and more.  Day/night lighting colored lighting effects are in, featuring some beautiful sunsets and moonrises.  '''[http://shiningmud.ctrl-shift.net/misc/sunrise.gif Here's a pretty animated gif of the sunrise in action.]'''
* File syncing!  The game's client now receives files as they are updated in real time, sorted by server address.  With this feature complete, the server is now sending map and tile data over demand.  It shouldn't be too long before you'll get to actually play on these maps!
* 3D map editor!  Hover your mouse over a tile to draw, automatically connecting with neighboring tiles and adjusting the heightmap.  Watch a demonstration here: {{#ev:youtube|Uj__xFTVGUo}}


* Kickstarter page stuff, and a lots of it.  The page is almost ready to be launched - a few things need to be tweaked, and some new video footage will be shot, but overall, it's almost ready to go live.  When it does, you'll certainly hear about it :)

That's it for now - time to slack heavily!

-- Synival ([mailto:simon@simonbielman.com simon@simonbielman.com])
{{wl-publish: 2012-07-09 23:48:15 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/How Harmonia's Stats Work</title>
    <ns>100</ns>
    <id>256</id>
      <sha1>oqcaz0u0lmf9bjl5cq6im3xdhxpzyxy</sha1>
    <revision>
      <id>1308</id>
      <timestamp>2013-07-08T16:31:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;What was supposed to be a short reddit reply turned into a blog-worthy article, so...  Have you ever wanted to know how statistics work in Harmonia?  Of course you have!  Here...&quot;</comment>
      <text xml:space="preserve" bytes="2638">What was supposed to be a short reddit reply turned into a blog-worthy article, so...  Have you ever wanted to know how statistics work in Harmonia?  Of course you have!  Here are some of the basic principles.

Unlike most RPGs, Harmonia uses exponential variables for stats.  It's a little more math-heavy than usual, but it's 100% scalable to high levels and allows for even progression with guaranteed balance at each level.  It also guarantees that something 5 levels higher than you will be the same difficulty, no matter what your current level.

--------

== Here's how it works: ==

Nothing is added, only multiplied.  Wielding a sword, for example, may increase your Attack power to 150%, or, multiply it by 1.50.  Wearing a ring of power may increase Attack *again* to 150%, resulting in 225% power (1.50 * 1.50 = 2.25).  These would both be totally overpowered, but you get the idea ;)

Levels work the same way - gaining a level means a 5% increase to all stats, guaranteeing that every level has the same &quot;worth&quot;, i.e, Level 1-&gt;2 is just as significant as 98-&gt;99.

Formulas use multiplication/division as well.  The damage formula is, for example, &quot;Damage = Attack / Guard&quot;.  Double the attack, deal double damage.  Double guard, deal half damage.  Double both, damage is the same.

Stats are represented internally as decimals, or percentages.  A balanced class at level 1 will have stats of 1.00 (or 100%).

Stats are represented '''to players''' by their log(base 2) * 100 (a constant).  &lt;b&gt;&lt;i&gt;This is so the numbers are a lot more digestable than giant floating points :P&lt;/i&gt;&lt;/b&gt;  Here's a table to show how it works:

&lt;div style=&quot;padding-left:25px;&quot;&gt;
{| class=&quot;wikitable&quot;
 ! &lt;font color=black&gt;Internal&lt;/font&gt;
 ! &lt;font color=black&gt;For Player&lt;/font&gt;
|-
| 0.0625 (6.25%) || -400 (yes, stats go negative)
|-
| 0.125 (12.5%) || -300
|-
| 0.25 (25%) || -200
|-
| 0.50 (50%) || -100
|-
| 1.00 (100%) || 0 (average)
|-
| 2.00 (200%) || 100
|-
| 4.00 (400%) || 200
|-
| 8.00 (800%) || 300
|-
| 16.00 (1600%) || 400
|}&lt;/div&gt;

To players, because of that conversion, putting on leather armor appears as a simple +10 armor increase.  Much easier to understand ;)

Equipment power is, like players, calculated based on their level.  This makes balancing *incredibly* easy.  A level 15 helmet has the ideal stats for a level 15 player.  Bam, done!

If you want to add variation to equipment, like an &quot;Axe of Guarding&quot; that boosts your Guard to 110%, you need only multiply &quot;Guard&quot; by 110% (x1.100) and divide &quot;Attack&quot; by the same number (x0.909).  The result is still &quot;Attack * Guard = 100%&quot; (1.100 * 0.909 = 1.00), which is balanced.</text>
    </revision>
    <revision>
      <id>1309</id>
      <timestamp>2013-07-08T16:36:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Harmonia's Statistics and How They Work</comment>
      <text xml:space="preserve" bytes="2691">What was supposed to be a short reddit reply turned into a blog-worthy article, so...  Have you ever wanted to know how statistics work in Harmonia?  Of course you have!  Here are some of the basic principles.

Unlike most RPGs, Harmonia uses exponential variables for stats.  It's a little more math-heavy than usual, but it's 100% scalable to high levels and allows for even progression with guaranteed balance at each level.  It also guarantees that something 5 levels higher than you will be the same difficulty, no matter what your current level.

--------

== Here's how it works: ==

Nothing is added, only multiplied.  Wielding a sword, for example, may increase your Attack power to 150%, or, multiply it by 1.50.  Wearing a ring of power may increase Attack *again* to 150%, resulting in 225% power (1.50 * 1.50 = 2.25).  These would both be totally overpowered, but you get the idea ;)

Levels work the same way - gaining a level means a 5% increase to all stats, guaranteeing that every level has the same &quot;worth&quot;, i.e, Level 1-&gt;2 is just as significant as 98-&gt;99.

Formulas use multiplication/division as well.  The damage formula is, for example, &quot;Damage = Attack / Guard&quot;.  Double the attack, deal double damage.  Double guard, deal half damage.  Double both, damage is the same.

Stats are represented internally as decimals, or percentages.  A balanced class at level 1 will have stats of 1.00 (or 100%).

Stats are represented '''to players''' by their log(base 2) * 100 (a constant).  &lt;b&gt;&lt;i&gt;This is so the numbers are a lot more digestable than giant floating points :P&lt;/i&gt;&lt;/b&gt;  Here's a table to show how it works:

&lt;div style=&quot;padding-left:25px;&quot;&gt;
{| class=&quot;wikitable&quot;
 ! &lt;font color=black&gt;Internal&lt;/font&gt;
 ! &lt;font color=black&gt;For Player&lt;/font&gt;
|-
| 0.0625 (6.25%) || -400 (yes, stats go negative)
|-
| 0.125 (12.5%) || -300
|-
| 0.25 (25%) || -200
|-
| 0.50 (50%) || -100
|-
| 1.00 (100%) || 0 (average)
|-
| 2.00 (200%) || 100
|-
| 4.00 (400%) || 200
|-
| 8.00 (800%) || 300
|-
| 16.00 (1600%) || 400
|}&lt;/div&gt;

To players, because of that conversion, putting on leather armor appears as a simple +10 armor increase.  Much easier to understand ;)

Equipment power is, like players, calculated based on their level.  This makes balancing *incredibly* easy.  A level 15 helmet has the ideal stats for a level 15 player.  Bam, done!

If you want to add variation to equipment, like an &quot;Axe of Guarding&quot; that boosts your Guard to 110%, you need only multiply &quot;Guard&quot; by 110% (x1.100) and divide &quot;Attack&quot; by the same number (x0.909).  The result is still &quot;Attack * Guard = 100%&quot; (1.100 * 0.909 = 1.00), which is balanced.
{{wl-publish: 2013-07-08 11:36:48 -0500 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1310</id>
      <timestamp>2013-07-08T16:46:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3473">What was supposed to be a short reddit reply turned into a blog-worthy article, so...  Have you ever wanted to know how statistics work in Harmonia?  Of course you have!  Here are some of the basic principles.

Unlike most RPGs, Harmonia uses exponential variables for stats.  It's a little more math-heavy than usual, but it's 100% scalable to high levels and allows for even progression with guaranteed balance at each level.  It also guarantees that something 5 levels higher than you will be the same difficulty, no matter what your current level.

--------

== Here's how it works: ==

Nothing is added, only multiplied.  Wielding a sword, for example, may increase your Attack power to 150%, or, multiply it by 1.50.  Wearing a ring of power may increase Attack *again* to 150%, resulting in 225% power (1.50 * 1.50 = 2.25).  These would both be totally overpowered, but you get the idea ;)

Levels work the same way - gaining a level means a 5% increase to all stats, guaranteeing that every level has the same &quot;worth&quot;, i.e, Level 1-&gt;2 is just as significant as 98-&gt;99.

Formulas use multiplication/division as well.  The damage formula is, for example, &quot;Damage = Attack / Guard&quot;.  Double the attack, deal double damage.  Double guard, deal half damage.  Double both, damage is the same.

Stats are represented internally as decimals, or percentages.  A balanced class at level 1 will have stats of 1.00 (or 100%).

Stats are represented '''to players''' by their log(base 2) * 50 (a constant).  &lt;b&gt;&lt;i&gt;This is so the numbers are a lot more digestable than giant floating points :P&lt;/i&gt;&lt;/b&gt;  Here's a table to show how it works:

&lt;div style=&quot;padding-left:25px;&quot;&gt;
{| class=&quot;wikitable&quot;
 ! &lt;font color=black&gt;Internal&lt;/font&gt;
 ! &lt;font color=black&gt;For Player&lt;/font&gt;
|-
| 0.0625 (6.25%) || -200 (yes, stats go negative)
|-
| 0.125 (12.5%) || -150
|-
| 0.25 (25%) || -100
|-
| 0.50 (50%) || -50
|-
| 1.00 (100%) || 0 (average)
|-
| 2.00 (200%) || 50
|-
| 4.00 (400%) || 100
|-
| 8.00 (800%) || 150
|-
| 16.00 (1600%) || 200
|}&lt;/div&gt;

To players, because of that conversion, putting on leather armor appears as a simple +10 armor increase.  Much easier to understand ;)

Equipment power is, like players, calculated based on their level.  This makes balancing *incredibly* easy.  A level 15 helmet has the ideal stats for a level 15 player.  Bam, done!

If you want to add variation to equipment, like an &quot;Axe of Guarding&quot; that boosts your Guard to 110%, you need only multiply &quot;Guard&quot; by 110% (x1.100) and divide &quot;Attack&quot; by the same number (or x0.909).  The result is still &quot;Attack * Guard = 100%&quot; (1.100 * 0.909 = 1.00), which is balanced.

The result of using this system is that characters of equal levels and equal equipment will have a fight that is equally favored and, regardless of their level, will last the same amount of time.  However, weighing one stat more heavily can result in desirable balance changes.  Distributing points from &quot;Resistance&quot; into &quot;Guard&quot; will make a player a mighty tank against melee hits, but soft as butter against magicians.  These sorts of tweaks make every class situationally useful, and knowing when and where to use them becomes the real strategy.

There's a lot more to this, including formulas for &quot;Agility&quot;, magic damage, stamina costs, and specific balance of the various gear slots, but they all follow the same principles.  Hope this was somewhat enlightening!

-- Synival

{{wl-publish: 2013-07-08 11:36:48 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/How does this work again...?</title>
    <ns>100</ns>
    <id>239</id>
      <sha1>f0hrd96biqux9jrp11d6de90fxn8jku</sha1>
    <revision>
      <id>1215</id>
      <timestamp>2013-05-05T13:18:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at...&quot;</comment>
      <text xml:space="preserve" bytes="1273">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.  Regardless, there's a lot of new stuff to talk about, so here's the news in a nutshell.

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)

{{#ev:youtube|8EkUy0zChOY|344}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:

{{#ev:youtube|YA6hxk6XXxs|344}}

==</text>
    </revision>
    <revision>
      <id>1216</id>
      <timestamp>2013-05-05T13:20:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1489">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.

Regardless, there's a lot of new stuff to talk about, so here's what comes to mind right now:

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)  {{#ev:youtube|8EkUy0zChOY}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:  {{#ev:youtube|YA6hxk6XXxs}}

== Important Stuff ==
We're starting a lot of website development and drafting some long-term plans and budgets for Harmonia.  I can't say much right now, but we have some exciting plans for late Summer and early Fall :)</text>
    </revision>
    <revision>
      <id>1217</id>
      <timestamp>2013-05-05T13:22:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1535">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.

Regardless, there's a lot of new stuff to talk about, so here's what comes to mind right now:

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)  {{#ev:youtube|8EkUy0zChOY}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:  {{#ev:youtube|YA6hxk6XXxs}}

== Important Stuff ==
We're starting a lot of website development and drafting some long-term plans and budgets for Harmonia.  I can't say much right now, but we have some exciting plans for late Summer and early Fall.

That's it for now.  More later! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1218</id>
      <timestamp>2013-05-05T13:22:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Blog is blog</comment>
      <text xml:space="preserve" bytes="1588">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.

Regardless, there's a lot of new stuff to talk about, so here's what comes to mind right now:

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)  {{#ev:youtube|8EkUy0zChOY}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:  {{#ev:youtube|YA6hxk6XXxs}}

== Important Stuff ==
We're starting a lot of website development and drafting some long-term plans and budgets for Harmonia.  I can't say much right now, but we have some exciting plans for late Summer and early Fall.

That's it for now.  More later! :)

-- Synival
{{wl-publish: 2013-05-05 08:22:50 -0500 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1219</id>
      <timestamp>2013-05-05T14:34:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Blog is blog</comment>
      <text xml:space="preserve" bytes="1535">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.

Regardless, there's a lot of new stuff to talk about, so here's what comes to mind right now:

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)  {{#ev:youtube|8EkUy0zChOY}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:  {{#ev:youtube|YA6hxk6XXxs}}

== Important Stuff ==
We're starting a lot of website development and drafting some long-term plans and budgets for Harmonia.  I can't say much right now, but we have some exciting plans for late Summer and early Fall.

That's it for now.  More later! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1220</id>
      <timestamp>2013-05-05T14:35:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Blog is blog</comment>
      <text xml:space="preserve" bytes="1588">For several months now, May 1st has been circled in my mental calendar as the day to crawl out of my e-cave and resume this blog.  A severe drought of Internet connectivity at home has thrown off that schedule, but that's resolved now!  Well, sort of - it's basically being held together by duct tape and a lot of hope.

Regardless, there's a lot of new stuff to talk about, so here's what comes to mind right now:

== Programming Stuff ==
It's a pretty exciting phase of development right now.  For a long time, work has been client-side only - the UI, graphics engine upgrades, camera stuff, etc.  A lot of that is done now, so the work has shifted back to the server, which is progressing a lot quicker than expected :)  Most of the infrastructure is in place, which means we can start focusing on cool stuff like fancy combat effects, more music, more sprites, nice-looking inventory menus...  Real game stuff!

Here's the latest video, showing some basic connectivity with the server.  We've improved things quite a lot since this video, which will be posted here as soon as it's nice and polished :)  {{#ev:youtube|8EkUy0zChOY}}

We've also been playing around with a lot of gameplay concepts.  Here's an RTS-style combat interface:  {{#ev:youtube|YA6hxk6XXxs}}

== Important Stuff ==
We're starting a lot of website development and drafting some long-term plans and budgets for Harmonia.  I can't say much right now, but we have some exciting plans for late Summer and early Fall.

That's it for now.  More later! :)

-- Synival
{{wl-publish: 2013-05-05 09:35:36 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Hue-Based Palette Swapping Using Shaders</title>
    <ns>100</ns>
    <id>71</id>
      <sha1>49xmh5wdu2i3z1dpjkz7gfjkzomrnhz</sha1>
    <revision>
      <id>460</id>
      <timestamp>2012-07-28T00:16:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shal...&quot;</comment>
      <text xml:space="preserve" bytes="309">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the beginning of our sprite system</text>
    </revision>
    <revision>
      <id>461</id>
      <timestamp>2012-07-28T00:27:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1506">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:</text>
    </revision>
    <revision>
      <id>462</id>
      <timestamp>2012-07-28T00:27:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1539">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]</text>
    </revision>
    <revision>
      <id>464</id>
      <timestamp>2012-07-28T00:34:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2047">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

 region skin  grey
 region arms  red
 region shirt green
 region eyes  blue
 region hair  brown
 region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]</text>
    </revision>
    <revision>
      <id>467</id>
      <timestamp>2012-07-28T00:36:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2071">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]</text>
    </revision>
    <revision>
      <id>468</id>
      <timestamp>2012-07-28T00:43:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2582">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)

     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)</text>
    </revision>
    <revision>
      <id>469</id>
      <timestamp>2012-07-28T00:44:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2583">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)</text>
    </revision>
    <revision>
      <id>470</id>
      <timestamp>2012-07-28T00:49:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3120">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png]]

With this system in place, it's possible to change specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]</text>
    </revision>
    <revision>
      <id>473</id>
      <timestamp>2012-07-28T00:51:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3120">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]</text>
    </revision>
    <revision>
      <id>474</id>
      <timestamp>2012-07-28T00:53:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3127">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||128px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]</text>
    </revision>
    <revision>
      <id>475</id>
      <timestamp>2012-07-28T00:53:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3127">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]</text>
    </revision>
    <revision>
      <id>476</id>
      <timestamp>2012-07-28T00:55:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3318">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

Now that this is finished, I need some real artwork...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>477</id>
      <timestamp>2012-07-28T00:56:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3362">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.

With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.  The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>478</id>
      <timestamp>2012-07-28T01:00:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3456">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:
[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>480</id>
      <timestamp>2012-07-28T01:01:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3463">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png|128px]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>482</id>
      <timestamp>2012-07-28T01:02:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3457">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week to was design the basics of our sprite system.  Now, one of the philosophies for Harmonia is to make the creation of new assets accessible or, as I like to think of it, &lt;i&gt;lazy&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>484</id>
      <timestamp>2012-07-28T01:04:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3472">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using a color palette, the various color regions of a sprite must be marked so you can shift only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by unique hues in the image:

[[File:HarmoniaGuyRegions.png]]

He looks extremely ugly, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>485</id>
      <timestamp>2012-07-28T01:07:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3521">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blegch.&lt;/i&gt;  Now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>486</id>
      <timestamp>2012-07-28T01:08:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3528">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blech.&lt;/i&gt;  Anyway, now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...or set colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>487</id>
      <timestamp>2012-07-28T01:08:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3605">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blech.&lt;/i&gt;  Anyway, now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # set the sprite.
     set (&quot;sprite&quot;, &quot;harmonia_guy&quot;)
 
     # define these colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...and these colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banished&lt;/i&gt; spell may make everything but one's eyes 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>488</id>
      <timestamp>2012-07-28T01:10:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3611">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blech.&lt;/i&gt;  Anyway, now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # set the sprite.
     set (&quot;sprite&quot;, &quot;harmonia_guy&quot;)
 
     # define these colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...and these colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banish&lt;/i&gt; spell may change everything but one's eyes to be 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.</text>
    </revision>
    <revision>
      <id>489</id>
      <timestamp>2012-07-28T01:12:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3664">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png]]

&lt;i&gt;Blech.&lt;/i&gt;  Anyway, now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # set the sprite.
     set (&quot;sprite&quot;, &quot;harmonia_guy&quot;)
 
     # define these colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...and these colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png||384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banish&lt;/i&gt; spell may change everything but one's eyes to be 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.
{{wl-publish: 2012-07-28 03:12:47 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>720</id>
      <timestamp>2012-08-15T13:54:45Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3775">Alright, posting a Friday blog post on a Friday.  What a milestone!  I'm extremely tired today, but determined to make this post happen, so through sheer force of will, I shall now type.

Let's talk about some technical stuff today.  One of the goals for this week was to design the basics of our sprite system.  A key design philosophy in Harmonia is that the creation of new assets must be accessible, or, as I like to think of it, &lt;i&gt;as lazy as possible&lt;/i&gt;.  I want the engine to handle as much as it possibly can for me before I resort to making another batch of artwork or 3D models.  With that in mind, I want to get as much mileage as possible from the game's sprites, so I want to have color-swapping effects like in JRPGs of yore.

Here are some sprites from Final Fantasy IV that take advantage of this:

[[File:FFImps.png|alt=Shader Example]]

The catch is, making indexed-color sprites is a bit of a pain and it limits the number of colors you can use, which, in turn, restricts the game's aesthetics.  Furthermore, reselecting the palette for every color of a 256-color sprite would be more trouble than it was worth.  In the end, I ultimately want to draw 32-bit RGBA images using Photoshop or Gimp.

So, if the image isn't using an indexed color palette, the various color regions of a sprite must be marked so you can modify only specific colors.  For example, you may want to change the armor color of a Warrior but leave the skin and eye color intact.  One way to do this is to manually define color regions for each frame, but this is extremely tedious.  The method we used is to define color regions by using unique hues in the image itself:

[[File:HarmoniaGuyRegions.png|alt=Harmonia Guy Sprite]]

He may look like a zombie with poor fashion sense, but this image was easy to create, and the scripting to define regions is beautifully simple:

     region skin  grey
     region arms  red
     region shirt green
     region eyes  blue
     region hair  brown
     region legs  purple

At this point, Harmonia takes our image and rebuilds it as an HSV map.  The red channel represents the closest matching region color: 0 for skin, 1 for arms, 2 for shirt, and so on.  Here is the image, not meant for human eyes to decipher:

[[File:HarmoniaGuyHSV.png|alt=Harmonia Guy HSV]]

&lt;i&gt;Blech.&lt;/i&gt;  Anyway, now that this color map is built, we can define our own color regions which we'll eventually pass to the shader.  When assigning a sprite to a mob, we can simply use the following commands:

     # set the sprite.
     set (&quot;sprite&quot;, &quot;harmonia_guy&quot;)
 
     # define these colors as an RGBA value...
     set (&quot;color_skin&quot;,  &quot;255 160  64 255&quot;)
     set (&quot;color_arms&quot;,  &quot; 96  96 128 255&quot;)
     set (&quot;color_shirt&quot;, &quot;128 255 128 255&quot;)
 
     # ...and these colors as a web color.
     set (&quot;color_eyes&quot;, &quot;blue&quot;)
     set (&quot;color_hair&quot;, &quot;brown&quot;)
     set (&quot;color_legs&quot;, &quot;tan&quot;)

Now that we've assigned some color data, we can pass it along to a shader to draw and render our completed sprite:

[[File:HarmoniaGuyRendered.png|alt=Rendered Harmonia Guy|384px]]

With this system in place, it's possible to modify specific colors of a sprite in the scripting environment.  For example, the &lt;i&gt;Berserk&lt;/i&gt; condition may give a character's skin a red hue, while the &lt;i&gt;Banish&lt;/i&gt; spell may change everything but one's eyes to be 75% transparent.  It also allows for random colors to be assigned, like in this image here:

[[File:HarmoniaGuyRandom.png|Lots of Harmonia Guys]]

So, now that this part of the engine is finished, I need some real artwork with good animations...  If you know a good artist, I'll pay him &lt;i&gt;double&lt;/i&gt; my salary.  Which is nothing.  See what I did there?  Yeah, okay, time for bed.
{{wl-publish: 2012-07-28 03:12:47 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Kickstarter is LIVE!</title>
    <ns>100</ns>
    <id>80</id>
      <sha1>pdb6lo0vcxoa92owzmn10tq4g57fj2h</sha1>
    <revision>
      <id>540</id>
      <timestamp>2012-08-09T19:18:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;I'm very excited to announce that, after months of non-stop work, [http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]!  [[File:Kic...&quot;</comment>
      <text xml:space="preserve" bytes="248">I'm very excited to announce that, after months of non-stop work, [http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]!

[[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]</text>
    </revision>
    <revision>
      <id>541</id>
      <timestamp>2012-08-09T19:18:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="262">I'm very excited to announce that, after months of non-stop work, &lt;u&gt;&lt;b&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/b&gt;&lt;/u&gt;!

[[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]</text>
    </revision>
    <revision>
      <id>543</id>
      <timestamp>2012-08-09T19:21:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="892">I'm very excited to announce that, after months of non-stop work, &lt;u&gt;&lt;b&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/b&gt;&lt;/u&gt;!

[[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ - Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>544</id>
      <timestamp>2012-08-09T19:24:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="905">I'm very excited to announce that, after months of non-stop work, the Harmonia Kickstarter is finally LIVE!

* [http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]

[[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.



Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>546</id>
      <timestamp>2012-08-09T19:53:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="902">I'm very excited to announce that, after months of non-stop work, the Harmonia Kickstarter is finally LIVE!

[[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]
[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.



Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>547</id>
      <timestamp>2012-08-09T19:53:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="906">I'm very excited to announce that, after months of non-stop work, the Harmonia Kickstarter is finally LIVE!

* [[File:Kickstarter.png|link=http://www.kickstarter.com/projects/21693645/harmonia]]
* [http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.



Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>548</id>
      <timestamp>2012-08-09T19:54:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="828">I'm very excited to announce that, after months of non-stop work, the Harmonia Kickstarter is finally LIVE!

[[File:Kickstarter.png|frame|link=http://www.kickstarter.com/projects/21693645/harmonia]]

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.



Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>549</id>
      <timestamp>2012-08-09T19:55:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1022">[[File:Kickstarter.png|frame|link=http://www.kickstarter.com/projects/21693645/harmonia]]

I'm very excited to announce that, after months of non-stop work, &lt;b&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/u&gt;&lt;/b&gt;!

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.kickstarter.com/projects/21693645/harmonia/ Kickstarter Page - www.kickstarter.com/projects/21693645/harmonia/]
* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>550</id>
      <timestamp>2012-08-09T19:58:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1253">[[File:Kickstarter.png|frame|link=http://www.kickstarter.com/projects/21693645/harmonia]]

I'm very excited to announce that, after months of non-stop work, &lt;b&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/u&gt;&lt;/b&gt;!

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

My time will now be spent evenly between fund-raising and intense development.  Updates have been lackluster recently while I've working on this page, but now I can devote more time to make sure gameplay is coming along.  Hooray!

Help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.kickstarter.com/projects/21693645/harmonia/ Kickstarter Page - www.kickstarter.com/projects/21693645/harmonia/]
* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>551</id>
      <timestamp>2012-08-09T19:59:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1263">[[File:Kickstarter.png|frame|link=http://www.kickstarter.com/projects/21693645/harmonia]]

I'm very excited to announce that, after months of non-stop work, &lt;b&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/u&gt;&lt;/b&gt;!

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

My time will now be spent evenly between fund-raising and intense development.  Updates have been lackluster recently while I've working on this page, but now I can devote more time to make sure gameplay is coming along.

Naturally, you can help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.kickstarter.com/projects/21693645/harmonia/ Kickstarter Page - www.kickstarter.com/projects/21693645/harmonia/]
* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]</text>
    </revision>
    <revision>
      <id>552</id>
      <timestamp>2012-08-09T19:59:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1316">[[File:Kickstarter.png|frame|link=http://www.kickstarter.com/projects/21693645/harmonia]]

I'm very excited to announce that, after months of non-stop work, &lt;b&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/u&gt;&lt;/b&gt;!

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

My time will now be spent evenly between fund-raising and intense development.  Updates have been lackluster recently while I've working on this page, but now I can devote more time to make sure gameplay is coming along.

Naturally, you can help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.kickstarter.com/projects/21693645/harmonia/ Kickstarter Page - www.kickstarter.com/projects/21693645/harmonia/]
* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]
{{wl-publish: 2012-08-09 21:59:35 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>719</id>
      <timestamp>2012-08-15T13:50:48Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1341">[[File:Kickstarter.png|frame|alt=Harmonia Kickstarter|link=http://www.kickstarter.com/projects/21693645/harmonia]]

I'm very excited to announce that, after months of non-stop work, &lt;b&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia the Harmonia Kickstarter is finally LIVE]&lt;/u&gt;&lt;/b&gt;!

We've been laying the groundwork since May, and now it's time to start the 30 day promotional marathon!  From August 9th to September 9th, I'll be chained to my computer, without food, sleep, or sunlight, promoting this game like crazy.

My time will now be spent evenly between fund-raising and intense development.  Updates have been lackluster recently while I've working on this page, but now I can devote more time to make sure gameplay is coming along.

Naturally, you can help this project along by spreading the word, sharing links to this Development Blog, our YouTube channel, Facebook page, and twitter feed!

* [http://www.kickstarter.com/projects/21693645/harmonia/ Kickstarter Page - www.kickstarter.com/projects/21693645/harmonia/]
* [http://www.youtube.com/synival/ YouTube Channel - www.youtube.com/synival]
* [http://www.facebook.com/TalesOfHarmonia/ Facebook Page - www.facebook.com/TalesOfHarmonia]
* [http://www.twitter.com/synival/ Twitter Feed - www.twitter.com/synival]
{{wl-publish: 2012-08-09 21:59:35 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Mac OSX Build, and we have a staff!</title>
    <ns>100</ns>
    <id>132</id>
      <sha1>5ywpyb50jms16u8eov4r8pt1inmml0p</sha1>
    <revision>
      <id>893</id>
      <timestamp>2012-08-21T10:49:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Just released the latest development build, with support for Mac OSX! :D  From the [http://www.harmonia-online.net/wiki/Play Download page]:  ==Harmonia v0.0.2 pre2== * Mac OS...&quot;</comment>
      <text xml:space="preserve" bytes="927">Just released the latest development build, with support for Mac OSX! :D  From the [http://www.harmonia-online.net/wiki/Play Download page]:

==Harmonia v0.0.2 pre2==
* Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]
* Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]

==Changelog:==
* 3D Map Viewer Feature
* Resize features for Windows build
* Windows mouse cursor changes for moving/resizing windows.
* Improved logging for error detection.
* Internal code reworking for compatibility and stability.
* Program icon for Windows build.
* Version displayed in the corner.

==We have a staff now!==
It's not finalized yet, but the team has now grown to five members, including two artists and someone dedicated to promotion full-time while the Kickstarter is underway.  Pretty exciting stuff!  Stay tuned for some exciting new stuff in the future.</text>
    </revision>
    <revision>
      <id>894</id>
      <timestamp>2012-08-21T10:50:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="980">Just released the latest development build, with support for Mac OSX! :D  From the [http://www.harmonia-online.net/wiki/Play Download page]:

==Harmonia v0.0.2 pre2==
* Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]
* Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]

==Changelog:==
* 3D Map Viewer Feature
* Resize features for Windows build
* Windows mouse cursor changes for moving/resizing windows.
* Improved logging for error detection.
* Internal code reworking for compatibility and stability.
* Program icon for Windows build.
* Version displayed in the corner.

==We have a staff now!==
It's not finalized yet, but the team has now grown to five members, including two artists and someone dedicated to promotion full-time while the Kickstarter is underway.  Pretty exciting stuff!  Stay tuned for some exciting new stuff in the future.
{{wl-publish: 2012-08-21 12:50:04 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Making Movies, Making Art, and Fightin' Round the World</title>
    <ns>100</ns>
    <id>61</id>
      <sha1>ibdnvs06qho9aeefxuo7uqmqgpkoq4g</sha1>
    <revision>
      <id>425</id>
      <timestamp>2012-07-18T19:09:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;&lt;u&gt;Harmonia Guy&lt;/u&gt;  Hey, did you know that using copyrighted material in promotional videos is generally a bad idea?  Someone clued me in on this a while ago, so I had this g...&quot;</comment>
      <text xml:space="preserve" bytes="3162">&lt;u&gt;Harmonia Guy&lt;/u&gt;

Hey, did you know that using copyrighted material in promotional videos is generally a bad idea?  Someone clued me in on this a while ago, so I had this great idea: let's ''not'' use stuff that isn't ours so we don't get sued.  Pretty good, huh?  Revolutionary things are happening over here in the Harmonia team.

Basically, I've been ready to make a good promotional video for a few days now, but it occurred to me that we still didn't have any character sprites of our own.  The one used in most videos is Max from ''Shining Force 1'', which is ''probably'' not fair use material.  Thus, after a crash-course in amateur pixel art, Harmonia Guy was born:

[[File:HarmoniaGuy.png|384px]]

Nothing ground-breaking by any means, but I'm proud of my first-time-ever human pixel art.  The first incarnation had a much taller body - roughly 50% taller than it is now, excluding the head - and shrinking the body down gave him a lot more character and personality.  Apparently, bigger heads = bigger fun.

This sprite was drawn pixel-by-pixel at 10x zoom level, but I've recently discovered that you can actually get better results by drawing the same thing more lazily at larger sizes, then scaling it down.  He's a larger version of Harmonia Guy (128x128) and two other versions scaled down from that (64x64 and 32x32):

[[File:HarmoniaGuyBig.png|186px]]

Now, this one was drawn really quickly and, to be honest, it looks pretty awful. However, compare the scaled-down version of this to the original pixel art on the left:

[[File:HarmoniaGuyComparison.png]]

If you ask me, the one on the right looks &lt;i&gt;much&lt;/i&gt; better, especially considering how much less time went into making it.  The next step is to experiment around with 6-frame walking animations, 45 degree angles, and adding fancy clothes and armor.

&lt;u&gt;Good Times with a Bad Camera&lt;/u&gt;

Video production is going well - it's processing as we speak!  Throughout this process, I've learned a few things: 1) My camera sucks, 2) my acting sucks, 3) bad lighting sucks, and 4) Linux video editing software sucks.  For whatever reason, my camera records at 12.50 fps, but &lt;i&gt;saves the video at 15 fps,&lt;/i&gt; meaning there are a lot of redundant duplicate frames.  So, I wrote a shell script to get rid of those frames from a set of extracted JPG files:

     for i in *.jpg; do
       if [ $last ]; then
         if diff $last $i &gt; /dev/null; then
           mv $last removed/
         fi
       fi
       last=$i
     done

Once that was done, the video needed to be rebuilt at the new frame rate and exported to a raw video format:

     mplayer mf://*.jpg -nosound -fps 12.125 -vo yuv4mpeg

And finally, insert audio, encode to H264, and bring the video up to 50 fps by interpolating frames.  My computer has been grinding away at this for about an hour with an hour left to go:

     cat ./stream.yuv | yuvmotionfps -r 50:1 | mencoder - \
         -ovc h264 -audiofile ./final_audio.mp3 -oac copy \
         -o final_video.mp4

tl;dr - Hire a cheap film maker if you can afford it.  None of this process was fun, and I can't wait to get back to making the game again.  Maybe tomorrow!</text>
    </revision>
    <revision>
      <id>426</id>
      <timestamp>2012-07-18T19:09:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3215">&lt;u&gt;Harmonia Guy&lt;/u&gt;

Hey, did you know that using copyrighted material in promotional videos is generally a bad idea?  Someone clued me in on this a while ago, so I had this great idea: let's ''not'' use stuff that isn't ours so we don't get sued.  Pretty good, huh?  Revolutionary things are happening over here in the Harmonia team.

Basically, I've been ready to make a good promotional video for a few days now, but it occurred to me that we still didn't have any character sprites of our own.  The one used in most videos is Max from ''Shining Force 1'', which is ''probably'' not fair use material.  Thus, after a crash-course in amateur pixel art, Harmonia Guy was born:

[[File:HarmoniaGuy.png|384px]]

Nothing ground-breaking by any means, but I'm proud of my first-time-ever human pixel art.  The first incarnation had a much taller body - roughly 50% taller than it is now, excluding the head - and shrinking the body down gave him a lot more character and personality.  Apparently, bigger heads = bigger fun.

This sprite was drawn pixel-by-pixel at 10x zoom level, but I've recently discovered that you can actually get better results by drawing the same thing more lazily at larger sizes, then scaling it down.  He's a larger version of Harmonia Guy (128x128) and two other versions scaled down from that (64x64 and 32x32):

[[File:HarmoniaGuyBig.png|186px]]

Now, this one was drawn really quickly and, to be honest, it looks pretty awful. However, compare the scaled-down version of this to the original pixel art on the left:

[[File:HarmoniaGuyComparison.png]]

If you ask me, the one on the right looks &lt;i&gt;much&lt;/i&gt; better, especially considering how much less time went into making it.  The next step is to experiment around with 6-frame walking animations, 45 degree angles, and adding fancy clothes and armor.

&lt;u&gt;Good Times with a Bad Camera&lt;/u&gt;

Video production is going well - it's processing as we speak!  Throughout this process, I've learned a few things: 1) My camera sucks, 2) my acting sucks, 3) bad lighting sucks, and 4) Linux video editing software sucks.  For whatever reason, my camera records at 12.50 fps, but &lt;i&gt;saves the video at 15 fps,&lt;/i&gt; meaning there are a lot of redundant duplicate frames.  So, I wrote a shell script to get rid of those frames from a set of extracted JPG files:

     for i in *.jpg; do
       if [ $last ]; then
         if diff $last $i &gt; /dev/null; then
           mv $last removed/
         fi
       fi
       last=$i
     done

Once that was done, the video needed to be rebuilt at the new frame rate and exported to a raw video format:

     mplayer mf://*.jpg -nosound -fps 12.125 -vo yuv4mpeg

And finally, insert audio, encode to H264, and bring the video up to 50 fps by interpolating frames.  My computer has been grinding away at this for about an hour with an hour left to go:

     cat ./stream.yuv | yuvmotionfps -r 50:1 | mencoder - \
         -ovc h264 -audiofile ./final_audio.mp3 -oac copy \
         -o final_video.mp4

tl;dr - Hire a cheap film maker if you can afford it.  None of this process was fun, and I can't wait to get back to making the game again.  Maybe tomorrow!
{{wl-publish: 2012-07-18 21:09:23 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>722</id>
      <timestamp>2012-08-15T13:57:59Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3289">&lt;u&gt;Harmonia Guy&lt;/u&gt;

Hey, did you know that using copyrighted material in promotional videos is generally a bad idea?  Someone clued me in on this a while ago, so I had this great idea: let's ''not'' use stuff that isn't ours so we don't get sued.  Pretty good, huh?  Revolutionary things are happening over here in the Harmonia team.

Basically, I've been ready to make a good promotional video for a few days now, but it occurred to me that we still didn't have any character sprites of our own.  The one used in most videos is Max from ''Shining Force 1'', which is ''probably'' not fair use material.  Thus, after a crash-course in amateur pixel art, Harmonia Guy was born:

[[File:HarmoniaGuy.png|384px|alt=Harmonia Guy Sprites]]

Nothing ground-breaking by any means, but I'm proud of my first-time-ever human pixel art.  The first incarnation had a much taller body - roughly 50% taller than it is now, excluding the head - and shrinking the body down gave him a lot more character and personality.  Apparently, bigger heads = bigger fun.

This sprite was drawn pixel-by-pixel at 10x zoom level, but I've recently discovered that you can actually get better results by drawing the same thing more lazily at larger sizes, then scaling it down.  He's a larger version of Harmonia Guy (128x128) and two other versions scaled down from that (64x64 and 32x32):

[[File:HarmoniaGuyBig.png|186px|alt=Harmonia Guy (Big)]]

Now, this one was drawn really quickly and, to be honest, it looks pretty awful. However, compare the scaled-down version of this to the original pixel art on the left:

[[File:HarmoniaGuyComparison.png|alt=Compare Harmonia Guys]]

If you ask me, the one on the right looks &lt;i&gt;much&lt;/i&gt; better, especially considering how much less time went into making it.  The next step is to experiment around with 6-frame walking animations, 45 degree angles, and adding fancy clothes and armor.

&lt;u&gt;Good Times with a Bad Camera&lt;/u&gt;

Video production is going well - it's processing as we speak!  Throughout this process, I've learned a few things: 1) My camera sucks, 2) my acting sucks, 3) bad lighting sucks, and 4) Linux video editing software sucks.  For whatever reason, my camera records at 12.50 fps, but &lt;i&gt;saves the video at 15 fps,&lt;/i&gt; meaning there are a lot of redundant duplicate frames.  So, I wrote a shell script to get rid of those frames from a set of extracted JPG files:

     for i in *.jpg; do
       if [ $last ]; then
         if diff $last $i &gt; /dev/null; then
           mv $last removed/
         fi
       fi
       last=$i
     done

Once that was done, the video needed to be rebuilt at the new frame rate and exported to a raw video format:

     mplayer mf://*.jpg -nosound -fps 12.125 -vo yuv4mpeg

And finally, insert audio, encode to H264, and bring the video up to 50 fps by interpolating frames.  My computer has been grinding away at this for about an hour with an hour left to go:

     cat ./stream.yuv | yuvmotionfps -r 50:1 | mencoder - \
         -ovc h264 -audiofile ./final_audio.mp3 -oac copy \
         -o final_video.mp4

tl;dr - Hire a cheap film maker if you can afford it.  None of this process was fun, and I can't wait to get back to making the game again.  Maybe tomorrow!
{{wl-publish: 2012-07-18 21:09:23 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/May 29th Progress Report</title>
    <ns>100</ns>
    <id>40</id>
      <sha1>7rz4ooc1eoxdqyhdw7isyxryapngjg1</sha1>
    <revision>
      <id>242</id>
      <timestamp>2012-05-29T14:46:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the...&quot;</comment>
      <text xml:space="preserve" bytes="2724">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

Time to take a break.  Stay tuned!
-- Synival</text>
    </revision>
    <revision>
      <id>243</id>
      <timestamp>2012-05-29T15:08:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3384">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!

&lt;i&gt;-- Synival&lt;/i&gt;</text>
    </revision>
    <revision>
      <id>244</id>
      <timestamp>2012-05-29T15:09:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3437">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!

&lt;i&gt;-- Synival&lt;/i&gt;
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>247</id>
      <timestamp>2012-05-29T15:37:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3860">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!

&lt;i&gt;-- Synival&lt;/i&gt;
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>277</id>
      <timestamp>2012-06-29T14:15:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3869">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!

&lt;i&gt;-- Synival&lt;/i&gt;
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}
--more--</text>
    </revision>
    <revision>
      <id>278</id>
      <timestamp>2012-06-29T14:18:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3860">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!

&lt;i&gt;-- Synival&lt;/i&gt;
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>279</id>
      <timestamp>2012-06-29T14:18:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3841">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>289</id>
      <timestamp>2012-06-29T14:34:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3861">&lt;summary&gt;&lt;/summary&gt;
I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>290</id>
      <timestamp>2012-06-29T14:38:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3850">--more--
I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>291</id>
      <timestamp>2012-06-29T14:38:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3841">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>499</id>
      <timestamp>2012-07-28T21:53:21Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <minor/>
      <text xml:space="preserve" bytes="3851">I just can't stop working on this thing.  I suppose that's a good sign, but the responsible thing to do would be to focus on &quot;real life&quot; and do that &lt;i&gt;job&lt;/i&gt; thing.  For the last three weeks or so, I've been working on &lt;i&gt;Tales of Harmonia&lt;/i&gt; non-stop with the occasional burrito, coffee, or sleep break, and it's been tons of fun.  Plus, you can get away with things like this when you're self-employed, but it &lt;i&gt;does&lt;/i&gt; take a toll after a while.  All the same, I'm loving the progress being made on this game, and I'm excited to be seeing it through to completion, however long this may take.  The focus is shifting to fund-raising so I can make it happen!

Development-wise, I've decided to keep everything on my local build at home for the time being.  Big things have been changing that could be volatile, so I'm going to take my time to update the server.  Here's a list of things to come:

&lt;h3&gt;So long, Telnet!&lt;/h3&gt;
[[File:Client_may.png|thumbnail]]
The top priority has been to get a custom client up and running and leave Telnet back in the 80's / early 90's where it belongs.  Here are some screenshots of the new client, powered by SDL:

- [http://imgur.com/a/DWj0C imgur Album]

The new protocol allows for neat things like sound effects, music, mouse commands, movable/resizable windows, revealing entity stats via mouse-over, and more.  The game is currently fully playable from the client.  The old UI is being phased out step-by-step until no rendering whatsoever will be performed by the server.  Menus and messages are next on the list to implement, then a sort of resource syncing system so map/tile data can be shared.

&lt;h3&gt;The Archer is more playable&lt;/h3&gt;
The Archer's been having some playability issues, so they've seen an overhaul to their skill tree to allow for solo play.  In addition to 'Short Arrow', which allows an Archer to engage in melee combat, Archers now get a low-cooldown ability to shoot and move at the same time called 'Strafe Shot'.  With a little management, you should be able to keep your distance from an opponent a good amount of the time.

&lt;h3&gt;Blacksmiths&lt;/h3&gt;
[[File:iris_sword.png|thumb]]
If you have a hefty bundle of gold and bring pieces of mithril, which are exceedingly rare, to the blacksmith, he can forge you some incredible randomly-generated stuff.  It takes many real-life hours for the blacksmith to forge your gear (from his perspective, several days), but it's definitely worth the wait.

My local blacksmith made me a &lt;i&gt;bright iris centaur sword of the mind&lt;/i&gt;, which gives me bonuses to &lt;i&gt;Int&lt;/i&gt;, movement in Fields/Paths, and bonuses to all elements but Fire/Earth (which have penalties to balance).

&lt;h3&gt;Dungeons of Doom&lt;/h3&gt;
[[File:dungeon.png|thumb]]
I've turned up the nostalgia dial and put in a zone very reminiscent of Nethack.  It's on the east side of the Castle's inner courtyard.  It shows off some neat engine effects like custom skills, randomized equipment/entities, hidden rooms, and different methods for zone narratives.  More information in the screenshots here:

- [http://imgur.com/a/EGHDR imgur Album]

&lt;h3&gt;Randomized Overworld Creatures&lt;/h3&gt;
New overworld entities are in!  There are a variety of different enemies that will appear all over the map.  These entities will attack you if you are a lower level than them, but their level is automatically set based on their distance from Harmonia castle, so you'll be safe as long as you don't travel to places you're not supposed to be.  All this is to keep the community close to the Harmonia town and slow encourage exploration as you advance in level.  Zone levels will be set according to the entity levels on the overworld, so you'll know if you're in the right place.

That's enough for now, time to take a break.  Stay tuned for more!
{{wl-publish: 2012-05-29 17:09:06 +0200 | SimonLB }}
__NOTOC__</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/More Maps, Kickstarter, New Logo</title>
    <ns>100</ns>
    <id>48</id>
      <sha1>fdw82s9awff90kc59mnfmjqtmszf30m</sha1>
    <revision>
      <id>325</id>
      <timestamp>2012-07-14T12:53:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Oof, it's been a busy week.  Mostly under-the-hood stuff with the rendering engine, but it's shaping into a powerful little tool for easy map-making.  Lots of bug fixes, speed...&quot;</comment>
      <text xml:space="preserve" bytes="1275">Oof, it's been a busy week.  Mostly under-the-hood stuff with the rendering engine, but it's shaping into a powerful little tool for easy map-making.  Lots of bug fixes, speed improvements, restructuring, and a few significant enhancements.

Getting down to business (literally), I'm nearly ready to launch this project's Kickstarter page!  When this thing goes live, it will be a mad dash to raise funds for 30 solid days, which sounds like the exact opposite of fun.  Follow this blog to stay posted, and please, help spread the word so people know we exist!  The larger the following this project has, the more likely it is to be successfully funded.

Here's a preview of the page's logo:

[[File:KickstarterLogo.png]]

To keep the nostalgia going, I've added an ASCII mode, and a Data mode to view raw map data, which is handy for editing.  Here's a video demonstrating the two new modes, and some wandering footage of the newly converted Forest Maze zone:

{{#ev:youtube|ZpiHYLXjPp4}}
{{#ev:youtube|Ymrc6ikehHI}}

Okay, time for a rendering screenshot.  Wall tiles now have actual walls, and it is pretty.  Let's follow the journey of one humble map script into a client-side 3D render:

[[File:WallRender.png|400px]]
{{wl-publish: 2012-07-14 14:53:41 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>723</id>
      <timestamp>2012-08-15T14:00:09Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1338">Oof, it's been a busy week.  Mostly under-the-hood stuff with the rendering engine, but it's shaping into a powerful little tool for easy map-making.  Lots of bug fixes, speed improvements, restructuring, and a few significant enhancements.

Getting down to business (literally), I'm nearly ready to launch this project's Kickstarter page!  When this thing goes live, it will be a mad dash to raise funds for 30 solid days, which sounds like the exact opposite of fun.  Follow this blog to stay posted, and please, help spread the word so people know we exist!  The larger the following this project has, the more likely it is to be successfully funded.

Here's a preview of the page's logo:

[[File:KickstarterLogo.png|alt=New Kickstarter Logo]]

To keep the nostalgia going, I've added an ASCII mode, and a Data mode to view raw map data, which is handy for editing.  Here's a video demonstrating the two new modes, and some wandering footage of the newly converted Forest Maze zone:

{{#ev:youtube|ZpiHYLXjPp4}}
{{#ev:youtube|Ymrc6ikehHI}}

Okay, time for a rendering screenshot.  Wall tiles now have actual walls, and it is pretty.  Let's follow the journey of one humble map script into a client-side 3D render:

[[File:WallRender.png|400px|alt=Rendering Development Progression]]
{{wl-publish: 2012-07-14 14:53:41 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/New Artist, New Build</title>
    <ns>100</ns>
    <id>152</id>
      <sha1>m9ngwtt9uxx14exqtxbyga4dgewje6y</sha1>
    <revision>
      <id>1009</id>
      <timestamp>2012-08-31T21:14:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new...&quot;</comment>
      <text xml:space="preserve" bytes="1309">First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new logo.  She's a fantastic artist, and we're thrilled to have her on board - check out her art here, which speaks for itself:

[[File:Wizard.jpg|320px]]

She's working on designs for the other 7 class archetypes, and I'm really excited to see what she comes up with.  If it's as good as the art she's already made, which I know it will be, we have a bright future in the art department!

We've also rolled out a new build of the tech demo for Windows, Mac OSX, and Linux.  This features some art enhancements, a tile editor, proper damage effects, sample dialogue windows, and several under-the-hood upgrades.  You can get it from our download page here:

[[Play|Download Harmonia v0.0.3 (Windows / Mac OSX / Linux32]]

'''Eight days left to go on the Kickstarter campaign!'''  We just reached 100 backers today, which I consider a milestone.  Still a ways to go, but we're now on the 'Rock, Paper, Shotgun' &quot;Kickstarter Ketchup&quot;, and all of our wonderful backers have been spreading the word all over the Interwebs.  We're going to focus on making more awesome contact to show-off for our big final push, so stay tuned! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1010</id>
      <timestamp>2012-08-31T21:22:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1337">First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new logo.  She's a fantastic artist, and we're thrilled to have her on board - check out her art here, which speaks for itself:

[[File:Wizard.jpg|320px]]

She's working on designs for the other 7 class archetypes, and I'm really excited to see what she comes up with.  If it's as good as the art she's already made, which I know it will be, we have a bright future in the art department!

We've also rolled out a new build of the tech demo for Windows, Mac OSX, and Linux.  This features some art enhancements, a tile editor, proper damage effects, sample dialogue windows, and several under-the-hood upgrades.  You can get it from our download page here:

{{#ev:youtube|2ImlFpx5J9s}}
[[Play|Download Harmonia v0.0.3 (Windows / Mac OSX / Linux32]]

'''Eight days left to go on the Kickstarter campaign!'''  We just reached 100 backers today, which I consider a milestone.  Still a ways to go, but we're now on the 'Rock, Paper, Shotgun' &quot;Kickstarter Ketchup&quot;, and all of our wonderful backers have been spreading the word all over the Interwebs.  We're going to focus on making more awesome contact to show-off for our big final push, so stay tuned! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1011</id>
      <timestamp>2012-08-31T21:28:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1618">First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new logo.  She's a fantastic artist, and we're thrilled to have her on board - check out her art here, which speaks for itself:

[[File:Wizard.jpg|320px]]

She's working on designs for the other 7 class archetypes, and I'm really excited to see what she comes up with.  If it's as good as the art she's already made, which I know it will be, we have a bright future in the art department!

We've also rolled out a new build of the tech demo for Windows, Mac OSX, and Linux.  This features some art enhancements, a tile editor, proper damage effects, sample dialogue windows, and several under-the-hood upgrades.  You can get it from our download page here:

{{#ev:youtube|2ImlFpx5J9s}}

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[[Play|Download Harmonia v0.0.3 (Windows / Mac OSX / Linux32]]&lt;/font&gt;

'''Eight days left to go on the Kickstarter campaign!'''  We just reached 100 backers today, which I consider a milestone.  Still a ways to go, but we're now on the ''Rock, Paper, Shotgun'' &quot;Kickstarter Ketchup&quot;, and all of our wonderful backers have been spreading the word all over the Interwebs.  For the billionth time, the Kickstarter link is here:

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]]&lt;/font&gt;

We're going to get back to work and focus on making more awesome contact to show-off for our big final push, so stay tuned! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1012</id>
      <timestamp>2012-08-31T21:29:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1616">First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new logo.  She's a fantastic artist, and we're thrilled to have her on board - check out her art here, which speaks for itself:

[[File:Wizard.jpg|320px]]

She's working on designs for the other 7 class archetypes, and I'm really excited to see what she comes up with.  If it's as good as the art she's already made, which I know it will be, we have a bright future in the art department!

We've also rolled out a new build of the tech demo for Windows, Mac OSX, and Linux.  This features some art enhancements, a tile editor, proper damage effects, sample dialogue windows, and several under-the-hood upgrades.  You can get it from our download page here:

{{#ev:youtube|2ImlFpx5J9s}}

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[[Play|Download Harmonia v0.0.3 (Windows / Mac OSX / Linux32]]&lt;/font&gt;

'''Eight days left to go on the Kickstarter campaign!'''  We just reached 100 backers today, which I consider a milestone.  Still a ways to go, but we're now on the ''Rock, Paper, Shotgun'' &quot;Kickstarter Ketchup&quot;, and all of our wonderful backers have been spreading the word all over the Interwebs.  For the billionth time, the Kickstarter link is here:

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]&lt;/font&gt;

We're going to get back to work and focus on making more awesome contact to show-off for our big final push, so stay tuned! :)

-- Synival</text>
    </revision>
    <revision>
      <id>1013</id>
      <timestamp>2012-08-31T21:29:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1669">First, I'd like to officially introduce Takae Saito as Harmonia's character artist.  So far, she's drawn a concept for the female Wizard, which we've incorporated into our new logo.  She's a fantastic artist, and we're thrilled to have her on board - check out her art here, which speaks for itself:

[[File:Wizard.jpg|320px]]

She's working on designs for the other 7 class archetypes, and I'm really excited to see what she comes up with.  If it's as good as the art she's already made, which I know it will be, we have a bright future in the art department!

We've also rolled out a new build of the tech demo for Windows, Mac OSX, and Linux.  This features some art enhancements, a tile editor, proper damage effects, sample dialogue windows, and several under-the-hood upgrades.  You can get it from our download page here:

{{#ev:youtube|2ImlFpx5J9s}}

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[[Play|Download Harmonia v0.0.3 (Windows / Mac OSX / Linux32]]&lt;/font&gt;

'''Eight days left to go on the Kickstarter campaign!'''  We just reached 100 backers today, which I consider a milestone.  Still a ways to go, but we're now on the ''Rock, Paper, Shotgun'' &quot;Kickstarter Ketchup&quot;, and all of our wonderful backers have been spreading the word all over the Interwebs.  For the billionth time, the Kickstarter link is here:

&lt;font style=&quot;text-decoration: underline; font-size: 14pt&quot;&gt;[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]&lt;/font&gt;

We're going to get back to work and focus on making more awesome contact to show-off for our big final push, so stay tuned! :)

-- Synival
{{wl-publish: 2012-08-31 23:29:41 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/News ahoy!</title>
    <ns>100</ns>
    <id>7</id>
      <sha1>iz1nlqys9nm7hda6x5sf5wgvfay40md</sha1>
    <revision>
      <id>26</id>
      <timestamp>2012-05-09T02:49:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;* News!  Now, when you log in, the latest news report will be the first thing you see.  Select the 'News' option at the top of the login screen to view full posts or read prev...&quot;</comment>
      <text xml:space="preserve" bytes="531">* News!  Now, when you log in, the latest news report will be the first thing you see.  Select the 'News' option at the top of the login screen to view full posts or read previous posts.
* Some internal restructuring of scripts has changed - this means there may likely be some bugs or crashing for a little while D:
* &lt;font color=&quot;#f66&quot;&gt;There is no bug report system yet, but if you find a bug, please email me at: [mailto:simonlb@gmail.com simonlb@gmail.com]! Thanks :D&lt;/font&gt;
{{wl-publish: 2012-05-09 04:49:52 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Procedural Cavern Generation</title>
    <ns>100</ns>
    <id>174</id>
      <sha1>hwcji57yu8gf2d6l48wcd17n8caiuf9</sha1>
    <revision>
      <id>1079</id>
      <timestamp>2012-10-02T00:15:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;We're adding a bunch of new features to our engine right now to prepare for instanced dungeons and zones.  Our task for the week was to replace the level design team with robo...&quot;</comment>
      <text xml:space="preserve" bytes="5578">We're adding a bunch of new features to our engine right now to prepare for instanced dungeons and zones.  Our task for the week was to replace the level design team with robots and implement procedural cavern generation.  Here's a play-by-play of the cavern creation process, which makes some pretty interesting maps.  The method is pretty straight forward, and can be used for any Roguelike or dungeon crawler.  Our 3D client needs some enhancements, so we'll be using the text-based version for screenshots.

The method used is based on an algorithm described by a  [http://roguebasin.roguelikedevelopment.org Roguebasin] article here:
&lt;div style=&quot;padding-left:25px; padding-bottom:25px; font-style: italic&quot;&gt;- [http://roguebasin.roguelikedevelopment.org/index.php/Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels Cellular Automata Method for Generating Random Cave-Like Levels]&lt;/div&gt;
{|
| valign=top |
==Step One: Placing Random Walls==
Starting with a totally open map, the first step is to randomly change a percentage of the walkable tiles (.) into walls (spaces).  The density of these wall tiles will affect the shape of the cavern in the next step.  We want to create a circular cavern rather than a square one, so the amount of wall tiles rises steadily from the center out towards the edge.  In our example map to the right, we have a 20% fill rate, which should create an open, spacious cavern.  
| valign=top | [[File:ProcDungeon1.jpg|100px|thumb|Density map]]
 |}

{|
| valign=top |
==Step Two: Smoothing Things Out==
Our map looks ugly right now, so we use a fancy [http://en.wikipedia.org/wiki/Cellular_automaton cellular automation] algorithm to smooth it out.  For each tile, a count of walls is performed in a 3x3 box.  If there are 5 or more walls, it becomes a wall tile.  If not, it's a walkable space.

Another check is performed to remove really open spaces - if there are no walls in a 5x5 area of a tile, the tile becomes a wall.  The box size can be expanded to allow for more spacious caverns.
| valign=top | [[File:ProcDungeon2.jpg|100px|thumb|First pass]]
 |-
| valign=top |
The first pass already looks much, much better.  Performing the same transformation a few more times will smooth the map out even further.  To the right, the map has run through five passes, which looks smooth enough for our final result.  Notice that a lot more open space has been filled.

For a variety of ruggedness between maps, some caverns run fewer or more passes.
| valign=top | [[File:ProcDungeon3.jpg|100px|thumb|Fifth pass]]
 |}

{|
| valign=top |
==Step Three: Adding Variety==
The map shape is pretty good, but it's still pretty boring overall.  Let's add a variety of different terrain types to spice things up.  In our example map, we're going to place some rough terrain (%) and forests (#).  This is done by placing 16 to 64 % and # tiles randomly, then spreading them out until they fill a certain percentage of their usable space.  Each map has anywhere from 2-15% of its walking space occupied by these terrain types.
| valign=top | [[File:ProcDungeon4.jpg|100px|thumb|Rough/forest]]
|-
| valign=top |
Next, we place some pools of water or lava using the same algorithm.  This is an easy map that's close to the surface so we're only using water, but as we go deeper into the earth, lava pools will start to form.  The amount of water varies drastically from map to map - anywhere from 0% to 33%.
| valign=top | [[File:ProcDungeon5.jpg|100px|thumb|Water pools]]
 |}

{|
| valign=top |
==Step Four: Making it Playable==
Our map looks interesting now, but it has one fatal flaw: the water has divided most of our walkable area and left several regions unreachable by foot.  Our characters can't walk on water (or lava), so adding pools will often make huge sections of the map inaccessible.  There are also some pockets of space completely surrounded by rock.  To fix all this, we cut away every walkable region but the largest one, as shown to the right.
| valign=top | [[File:ProcDungeon6.jpg|100px|thumb|Every tile reachable by foot]]
|-
| valign=top |
Although all of our map is now reachable by foot, this is obviously a tiny portion of our original map, and it's totally unacceptable!  So, let's take a few steps back to the terrain/water placement phase to shrink pool sizes and change their locations.  We'll repeat this process until we have at least 75% of our original map.  After a few tries, we finally end up with something usable.  The regions cut make the map more unique as an added bonus.
| valign=top | [[File:ProcDungeon7.jpg|100px|thumb|Less water, more reachable]]
 |}

{|
| valign=top |
==Step Five: Final Touches==
Our map is now fully playable, and every location is reachable by foot.  This means we can randomly place treasure, monsters, exits, traps, etc. without fear that players will never reach them.  But first, let's make some cosmetic changes.  In the image on the right, pools of water surrounded by rock have been scrapped, leaving us with a clean map, totally free of any useless regions.
| valign=top | [[File:ProcDungeon8.jpg|100px|thumb|Scrapped useless water]]
 |}

Finally, we can add a border to our map to make it prettier.  Each wall tile checks the 8 adjacent tiles to see what character it should use.  This is done with a simple table lookup.  Once our borders are placed, the map is finished!  Here's the final map in full view:

[[File:ProcDungeon9.jpg]]

==More Examples==
[[File:ProcMontage.jpg|640px]]

-- Simon (Synival)

__NOTOC__
{{wl-publish: 2012-10-02 02:15:50 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1090</id>
      <timestamp>2012-10-18T20:30:33Z</timestamp>
      <contributor>
        <username>Laliheahaw1987</username>
        <id>71</id>
      </contributor>
      <comment>/* Step One: Placing Random Walls */</comment>
      <text xml:space="preserve" bytes="6933">We're adding a bunch of new features to our engine right now to prepare for instanced dungeons and zones.  Our task for the week was to replace the level design team with robots and implement procedural cavern generation.  Here's a play-by-play of the cavern creation process, which makes some pretty interesting maps.  The method is pretty straight forward, and can be used for any Roguelike or dungeon crawler.  Our 3D client needs some enhancements, so we'll be using the text-based version for screenshots.

The method used is based on an algorithm described by a  [http://roguebasin.roguelikedevelopment.org Roguebasin] article here:
&lt;div style=&quot;padding-left:25px; padding-bottom:25px; font-style: italic&quot;&gt;- [http://roguebasin.roguelikedevelopment.org/index.php/Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels Cellular Automata Method for Generating Random Cave-Like Levels]&lt;/div&gt;
{|
| valign=top |
 [http://elijahspace.com/clc-latin=id=7 http://elijahspace.com/clc-latin=id=7] [http://capebretonukrainianchurch.ca/category/community/video/ http://capebretonukrainianchurch.ca/category/community/video/] [http://subtlemob.com/?p=141 http://subtlemob.com/?p=141] [http://www.foursway.ru/biblio.htm http://www.foursway.ru/biblio.htm] [http://liholesje.ru/tormoznaua_sistema/ http://liholesje.ru/tormoznaua_sistema/] [http://geekdiy.com/?q=node/153 http://geekdiy.com/?q=node/153] [http://scottmcmorris.com/?m=201009 http://scottmcmorris.com/?m=201009] [http://outofsoundrecords.com/index/480.html http://outofsoundrecords.com/index/480.html] [http://online-movie.ru/news/2009-01-25-212 http://online-movie.ru/news/2009-01-25-212] [http://77cc.ru/?p=324 http://77cc.ru/?p=324] [http://astepabovegallery.com/shop.html?page=shop.product_details&amp;amp;category_id=19&amp;amp;flypage=flypage.tpl&amp;amp;product_id=2377 http://astepabovegallery.com/shop.html?page=shop.product_details&amp;amp;category_id=19&amp;amp;flypage=flypage.tpl&amp;amp;product_id=2377] [http://www.gernotsgold.co.nz/?page_id=20 http://www.gernotsgold.co.nz/?page_id=20] [http://www.emotionallypantsed.com/page/41/ http://www.emotionallypantsed.com/page/41/] [http://medkritika.ru/?tag=%d0%b8%d0%b4%d0%b5%d0%b0%d0%bb%d1%8b http://medkritika.ru/?tag=%d0%b8%d0%b4%d0%b5%d0%b0%d0%bb%d1%8b] [http://travel-worldtravel.com/submit-url=id=9 http://travel-worldtravel.com/submit-url=id=9] [http://fashion-week-news.com/tag/private-companies/ http://fashion-week-news.com/tag/private-companies/] [http://minus-20kg.ru/faki.html http://minus-20kg.ru/faki.html] [http://all-wm.ru/inetmoney.php http://all-wm.ru/inetmoney.php] [http://thedoctorhospitals.com/Vitamins/Vitamins-Fish-Oil/ http://thedoctorhospitals.com/Vitamins/Vitamins-Fish-Oil/] [http://fashiongirlsonline.com/social-media/ http://fashiongirlsonline.com/social-media/] [http://www.2cam.info/intent-list/14 http://www.2cam.info/intent-list/14] _,

==Step Two: Smoothing Things Out==
Our map looks ugly right now, so we use a fancy [http://en.wikipedia.org/wiki/Cellular_automaton cellular automation] algorithm to smooth it out.  For each tile, a count of walls is performed in a 3x3 box.  If there are 5 or more walls, it becomes a wall tile.  If not, it's a walkable space.

Another check is performed to remove really open spaces - if there are no walls in a 5x5 area of a tile, the tile becomes a wall.  The box size can be expanded to allow for more spacious caverns.
| valign=top | [[File:ProcDungeon2.jpg|100px|thumb|First pass]]
 |-
| valign=top |
The first pass already looks much, much better.  Performing the same transformation a few more times will smooth the map out even further.  To the right, the map has run through five passes, which looks smooth enough for our final result.  Notice that a lot more open space has been filled.

For a variety of ruggedness between maps, some caverns run fewer or more passes.
| valign=top | [[File:ProcDungeon3.jpg|100px|thumb|Fifth pass]]
 |}

{|
| valign=top |
==Step Three: Adding Variety==
The map shape is pretty good, but it's still pretty boring overall.  Let's add a variety of different terrain types to spice things up.  In our example map, we're going to place some rough terrain (%) and forests (#).  This is done by placing 16 to 64 % and # tiles randomly, then spreading them out until they fill a certain percentage of their usable space.  Each map has anywhere from 2-15% of its walking space occupied by these terrain types.
| valign=top | [[File:ProcDungeon4.jpg|100px|thumb|Rough/forest]]
|-
| valign=top |
Next, we place some pools of water or lava using the same algorithm.  This is an easy map that's close to the surface so we're only using water, but as we go deeper into the earth, lava pools will start to form.  The amount of water varies drastically from map to map - anywhere from 0% to 33%.
| valign=top | [[File:ProcDungeon5.jpg|100px|thumb|Water pools]]
 |}

{|
| valign=top |
==Step Four: Making it Playable==
Our map looks interesting now, but it has one fatal flaw: the water has divided most of our walkable area and left several regions unreachable by foot.  Our characters can't walk on water (or lava), so adding pools will often make huge sections of the map inaccessible.  There are also some pockets of space completely surrounded by rock.  To fix all this, we cut away every walkable region but the largest one, as shown to the right.
| valign=top | [[File:ProcDungeon6.jpg|100px|thumb|Every tile reachable by foot]]
|-
| valign=top |
Although all of our map is now reachable by foot, this is obviously a tiny portion of our original map, and it's totally unacceptable!  So, let's take a few steps back to the terrain/water placement phase to shrink pool sizes and change their locations.  We'll repeat this process until we have at least 75% of our original map.  After a few tries, we finally end up with something usable.  The regions cut make the map more unique as an added bonus.
| valign=top | [[File:ProcDungeon7.jpg|100px|thumb|Less water, more reachable]]
 |}

{|
| valign=top |
==Step Five: Final Touches==
Our map is now fully playable, and every location is reachable by foot.  This means we can randomly place treasure, monsters, exits, traps, etc. without fear that players will never reach them.  But first, let's make some cosmetic changes.  In the image on the right, pools of water surrounded by rock have been scrapped, leaving us with a clean map, totally free of any useless regions.
| valign=top | [[File:ProcDungeon8.jpg|100px|thumb|Scrapped useless water]]
 |}

Finally, we can add a border to our map to make it prettier.  Each wall tile checks the 8 adjacent tiles to see what character it should use.  This is done with a simple table lookup.  Once our borders are placed, the map is finished!  Here's the final map in full view:

[[File:ProcDungeon9.jpg]]

==More Examples==
[[File:ProcMontage.jpg|640px]]

-- Simon (Synival)

__NOTOC__
{{wl-publish: 2012-10-02 02:15:50 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1165</id>
      <timestamp>2012-12-14T08:15:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Reverted edits by [[Special:Contributions/Laliheahaw1987|Laliheahaw1987]] ([[User talk:Laliheahaw1987|talk]]) to last revision by [[User:SimonLB|SimonLB]]</comment>
      <text xml:space="preserve" bytes="5578">We're adding a bunch of new features to our engine right now to prepare for instanced dungeons and zones.  Our task for the week was to replace the level design team with robots and implement procedural cavern generation.  Here's a play-by-play of the cavern creation process, which makes some pretty interesting maps.  The method is pretty straight forward, and can be used for any Roguelike or dungeon crawler.  Our 3D client needs some enhancements, so we'll be using the text-based version for screenshots.

The method used is based on an algorithm described by a  [http://roguebasin.roguelikedevelopment.org Roguebasin] article here:
&lt;div style=&quot;padding-left:25px; padding-bottom:25px; font-style: italic&quot;&gt;- [http://roguebasin.roguelikedevelopment.org/index.php/Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels Cellular Automata Method for Generating Random Cave-Like Levels]&lt;/div&gt;
{|
| valign=top |
==Step One: Placing Random Walls==
Starting with a totally open map, the first step is to randomly change a percentage of the walkable tiles (.) into walls (spaces).  The density of these wall tiles will affect the shape of the cavern in the next step.  We want to create a circular cavern rather than a square one, so the amount of wall tiles rises steadily from the center out towards the edge.  In our example map to the right, we have a 20% fill rate, which should create an open, spacious cavern.  
| valign=top | [[File:ProcDungeon1.jpg|100px|thumb|Density map]]
 |}

{|
| valign=top |
==Step Two: Smoothing Things Out==
Our map looks ugly right now, so we use a fancy [http://en.wikipedia.org/wiki/Cellular_automaton cellular automation] algorithm to smooth it out.  For each tile, a count of walls is performed in a 3x3 box.  If there are 5 or more walls, it becomes a wall tile.  If not, it's a walkable space.

Another check is performed to remove really open spaces - if there are no walls in a 5x5 area of a tile, the tile becomes a wall.  The box size can be expanded to allow for more spacious caverns.
| valign=top | [[File:ProcDungeon2.jpg|100px|thumb|First pass]]
 |-
| valign=top |
The first pass already looks much, much better.  Performing the same transformation a few more times will smooth the map out even further.  To the right, the map has run through five passes, which looks smooth enough for our final result.  Notice that a lot more open space has been filled.

For a variety of ruggedness between maps, some caverns run fewer or more passes.
| valign=top | [[File:ProcDungeon3.jpg|100px|thumb|Fifth pass]]
 |}

{|
| valign=top |
==Step Three: Adding Variety==
The map shape is pretty good, but it's still pretty boring overall.  Let's add a variety of different terrain types to spice things up.  In our example map, we're going to place some rough terrain (%) and forests (#).  This is done by placing 16 to 64 % and # tiles randomly, then spreading them out until they fill a certain percentage of their usable space.  Each map has anywhere from 2-15% of its walking space occupied by these terrain types.
| valign=top | [[File:ProcDungeon4.jpg|100px|thumb|Rough/forest]]
|-
| valign=top |
Next, we place some pools of water or lava using the same algorithm.  This is an easy map that's close to the surface so we're only using water, but as we go deeper into the earth, lava pools will start to form.  The amount of water varies drastically from map to map - anywhere from 0% to 33%.
| valign=top | [[File:ProcDungeon5.jpg|100px|thumb|Water pools]]
 |}

{|
| valign=top |
==Step Four: Making it Playable==
Our map looks interesting now, but it has one fatal flaw: the water has divided most of our walkable area and left several regions unreachable by foot.  Our characters can't walk on water (or lava), so adding pools will often make huge sections of the map inaccessible.  There are also some pockets of space completely surrounded by rock.  To fix all this, we cut away every walkable region but the largest one, as shown to the right.
| valign=top | [[File:ProcDungeon6.jpg|100px|thumb|Every tile reachable by foot]]
|-
| valign=top |
Although all of our map is now reachable by foot, this is obviously a tiny portion of our original map, and it's totally unacceptable!  So, let's take a few steps back to the terrain/water placement phase to shrink pool sizes and change their locations.  We'll repeat this process until we have at least 75% of our original map.  After a few tries, we finally end up with something usable.  The regions cut make the map more unique as an added bonus.
| valign=top | [[File:ProcDungeon7.jpg|100px|thumb|Less water, more reachable]]
 |}

{|
| valign=top |
==Step Five: Final Touches==
Our map is now fully playable, and every location is reachable by foot.  This means we can randomly place treasure, monsters, exits, traps, etc. without fear that players will never reach them.  But first, let's make some cosmetic changes.  In the image on the right, pools of water surrounded by rock have been scrapped, leaving us with a clean map, totally free of any useless regions.
| valign=top | [[File:ProcDungeon8.jpg|100px|thumb|Scrapped useless water]]
 |}

Finally, we can add a border to our map to make it prettier.  Each wall tile checks the 8 adjacent tiles to see what character it should use.  This is done with a simple table lookup.  Once our borders are placed, the map is finished!  Here's the final map in full view:

[[File:ProcDungeon9.jpg]]

==More Examples==
[[File:ProcMontage.jpg|640px]]

-- Simon (Synival)

__NOTOC__
{{wl-publish: 2012-10-02 02:15:50 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Slimming Down -or- Decreeping Features</title>
    <ns>100</ns>
    <id>254</id>
      <sha1>2q63eot1ek23pjnv4pa4xx6busco63d</sha1>
    <revision>
      <id>1274</id>
      <timestamp>2013-06-06T15:59:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were ...&quot;</comment>
      <text xml:space="preserve" bytes="5836">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills, Spells, and Class Roles ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1275</id>
      <timestamp>2013-06-06T15:59:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Skills, Spells, and Class Roles */</comment>
      <text xml:space="preserve" bytes="5822">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1276</id>
      <timestamp>2013-06-06T16:10:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7708">Back when Harmonia was a private little hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  All of the small, incomplete zones were little experiments, like a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the swamp, for example, certain pieces of equipment are stronger during the night, while others are anti-zombie.  Each feature typically represented a small step forward in the engine as well.

This is all fun, but now that a million concepts have been thrown against the wall, it's time to &lt;i&gt;&lt;b&gt;stop&lt;/b&gt;&lt;/i&gt; and stick with what works.  Some gameplay elements that made sense a while ago can be tossed aside now, in addition to anything that's really tedious or anti-fun.  I'm slimming everything down to the absolute core concepts to get this thing shipped out in a timely manner, so here's a list of stuff being streamlined:

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

 a +1 uncursed orcish dagger
 some blessed ringmail
 a -2 cursed hawaiian shirt
 some +1 iron shoes

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  Possibilities for mobs in a slime zone play out like so:

   a blue slime (lv3.0)
   a red slime (lv3.0)
   a small red slime (lv2.5)
   a large blue slime (lv3.5)
   a green slime warrior (lv3.2)
   a green slime monster (lv3.2)
   a magical slime (lv3.2)

That's it for now - 

-- Synival</text>
    </revision>
    <revision>
      <id>1277</id>
      <timestamp>2013-06-07T16:19:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="10517">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

 a +1 uncursed orcish dagger
 some blessed ringmail
 a -2 cursed hawaiian shirt
 some +1 iron shoes

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  &lt;b&gt;&lt;i&gt;The only reason I'm considering this is because it takes no extra coding.&lt;/i&gt;&lt;/b&gt;  It will literally use the exact same code as the random equipment generation.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1278</id>
      <timestamp>2013-06-07T16:24:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="10999">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

 a +1 uncursed orcish dagger
 some blessed ringmail
 a -2 cursed hawaiian shirt
 some +1 iron shoes

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  &lt;b&gt;&lt;i&gt;The only reason I'm considering this is because it takes no extra coding.&lt;/i&gt;&lt;/b&gt;  It will literally use the exact same code as the random equipment generation.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1279</id>
      <timestamp>2013-06-07T16:31:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* What's getting cut? */</comment>
      <text xml:space="preserve" bytes="11463">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

 a +1 uncursed orcish dagger
 some blessed ringmail
 a -2 cursed hawaiian shirt
 some +1 iron shoes

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  &lt;b&gt;&lt;i&gt;The only reason I'm considering this is because it takes no extra coding.&lt;/i&gt;&lt;/b&gt;  It will literally use the exact same code as the random equipment generation.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1280</id>
      <timestamp>2013-06-07T16:55:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Classes */</comment>
      <text xml:space="preserve" bytes="11575">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

 a +1 uncursed orcish dagger
 some blessed ringmail
 a -2 cursed hawaiian shirt
 some +1 iron shoes

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  &lt;b&gt;&lt;i&gt;The only reason I'm considering this is because it takes no extra coding.&lt;/i&gt;&lt;/b&gt;  It will literally use the exact same code as the random equipment generation.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1281</id>
      <timestamp>2013-06-07T16:56:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Design and Loot */</comment>
      <text xml:space="preserve" bytes="11603">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt; a +1 uncursed orcish dagger&lt;/i&gt;
&lt;i&gt; some blessed ringmail&lt;/i&gt;
&lt;i&gt; a -2 cursed hawaiian shirt&lt;/i&gt;
&lt;i&gt; some +1 iron shoes&lt;/i&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

 a magical sunstone blade of vision
 a -3 olive green mithril helmet
 some +1 dark matter boots of strength
 a +2 mighty orichalchum axe of healing

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  Because the effects will be the same, that's going to be the new model from now on as well.  &lt;b&gt;&lt;i&gt;The only reason I'm considering this is because it takes no extra coding.&lt;/i&gt;&lt;/b&gt;  It will literally use the exact same code as the random equipment generation.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1282</id>
      <timestamp>2013-06-07T16:58:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Design and Loot */</comment>
      <text xml:space="preserve" bytes="11630">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;table&gt;&lt;tr&gt;
   &lt;td&gt;a blue slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a red slime (lv3.0)&lt;/td&gt;
   &lt;td&gt;a small red slime (lv2.5)&lt;/td&gt;
   &lt;td&gt;a large blue slime (lv3.5)&lt;/td&gt;
   &lt;td&gt;a green slime warrior (lv3.2)&lt;/td&gt;
   &lt;td&gt;a green slimebeast (lv3.2)&lt;/td&gt;
   &lt;td&gt;a magical slime (lv3.2)&lt;/td&gt;
   &lt;td&gt;an armored slimegician (lv3.5)&lt;/td&gt;
   &lt;td&gt;a glowing blue slimelord (lv3.7)&lt;/td&gt;
&lt;/tr&gt;&lt;/table&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1283</id>
      <timestamp>2013-06-07T17:01:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Design and Loot */</comment>
      <text xml:space="preserve" bytes="11721">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1284</id>
      <timestamp>2013-06-07T17:03:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Consolidation */</comment>
      <text xml:space="preserve" bytes="11726">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/b&gt;&lt;/i&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1285</id>
      <timestamp>2013-06-07T17:03:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Consolidation */</comment>
      <text xml:space="preserve" bytes="11726">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/i&gt;&lt;/b&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  Once gear officially uses the random generation system, it's back to work on the client!  

I will finish this game.  I will finish this game.  I will finish this game.  (Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1286</id>
      <timestamp>2013-06-07T17:05:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* And more (?) */</comment>
      <text xml:space="preserve" bytes="11839">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/i&gt;&lt;/b&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen.

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  I just now finished all the stuff with the random gear (which is &lt;b&gt;&lt;i&gt;awesome&lt;/i&gt;&lt;/b&gt;, by the way!), so it's back to work on the client!  To the code dungeon, I go...  Those whips smart.

&lt;i&gt;I will finish this game.&lt;br&gt;
I will finish this game.&lt;br&gt;
I will finish this game.&lt;/i&gt;&lt;br&gt;
(Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1287</id>
      <timestamp>2013-06-07T17:06:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Client Work ... is still required :( */</comment>
      <text xml:space="preserve" bytes="11875">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/i&gt;&lt;/b&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen, blah blah blah I'M WORKING ON IT :(

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  I just now finished all the stuff with the random gear (which is &lt;b&gt;&lt;i&gt;awesome&lt;/i&gt;&lt;/b&gt;, by the way!), so it's back to work on the client!  To the code dungeon, I go...  Those whips smart.

&lt;i&gt;I will finish this game.&lt;br&gt;
I will finish this game.&lt;br&gt;
I will finish this game.&lt;/i&gt;&lt;br&gt;
(Bart Simpson joke)

-- Synival
__NOTOC__</text>
    </revision>
    <revision>
      <id>1288</id>
      <timestamp>2013-06-07T17:06:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="11928">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/i&gt;&lt;/b&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen, blah blah blah I'M WORKING ON IT :(

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  I just now finished all the stuff with the random gear (which is &lt;b&gt;&lt;i&gt;awesome&lt;/i&gt;&lt;/b&gt;, by the way!), so it's back to work on the client!  To the code dungeon, I go...  Those whips smart.

&lt;i&gt;I will finish this game.&lt;br&gt;
I will finish this game.&lt;br&gt;
I will finish this game.&lt;/i&gt;&lt;br&gt;
(Bart Simpson joke)

-- Synival
__NOTOC__
{{wl-publish: 2013-06-07 12:06:56 -0500 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1289</id>
      <timestamp>2013-06-07T17:09:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Weapon Types */</comment>
      <text xml:space="preserve" bytes="11933">At this point, a million concepts have been thrown against the wall.  After a lot of &lt;s&gt;mindless coding and flailing about&lt;/s&gt; carefully planned experiments, Harmonia's gameplay finally feels solid.  However, there are a lot of leftover ideas, concepts, and &quot;features&quot; that make the game overly complex and ultimately take away from the fun.  In the spirit of good design and fun, it's time to clean house and produce a leaner, meaner Harmonia! :D

== Why so many features!?  A Historical Journey ==
Back when Harmonia was a private hobby project, I had the luxury of using it as a test bed for a variety of gameplay concepts.  Every zone in the game was a little experiment with new engine features - a randomly-generated cavern, an 8-room Zelda-style dungeon, a long scripted quest, a goofy mansion with logic puzzles (ugh), blah blah blah.  Some of the experiments included wacky stuff like random spell generation and day/night effects.  In the extreme case, some zones were made to intentionally break the engine to see if it still worked :P

== What's getting cut, and why is this a good thing? ==
Several planned features are going to be shelved, much to my disappointment.  This includes proposed classes, zones, quests, spells, factions, graphical features, and (for now) an awesome PvP system.  There's certainly time for these things after release, but there are plenty of incomplete features that need extra work, polishing, and some rather thorough testing.  Extra weight is being dropped off as well - redundant features, abilities, areas, etc.  What's &lt;b&gt;&lt;/i&gt;not&lt;/i&gt;&lt;/b&gt; getting cut is everything that's fun, which should be most of the current game, I hope :)

Slimming down is good because, in addition to hitting proposed release dates, it will make the game feel more focused and unified, rather than 10 games put together as some sort of grotesque Frankenstein's monster.  The engine can certainly be a tool for testing other concepts, but for future games - not this one.

== Skills and Spells ==
75% of the abilities are being cut.  Once multiple character control was in, it made no sense to have so many skills for each &quot;unit&quot;.  So now, each character has one thing they're good at, and that's it.  Magicians will learn better versions of their spells, of course, but most if not all of their utility spells are currently gone.  They could possibly make a resurgence as spellbooks as quest rewards, but that's not essential, so consider them gone.

Here's the current table of skills and spells.  All of these abilities are currently completed:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;270px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Soldier&lt;/td&gt;
       &lt;td&gt;*Bring, *Return, *View, *Suppress&lt;/td&gt;
       &lt;td&gt;Utility spells for group and dungeon management.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Knight&lt;/td&gt;
       &lt;td&gt;Pierce&lt;/td&gt;
       &lt;td&gt;Armor values greater than zero (which is average) are cut in half.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Warrior&lt;/td&gt;
       &lt;td&gt;Guard&lt;/td&gt;
       &lt;td&gt;Increases defense of the warrior and holds adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Archer&lt;/td&gt;
       &lt;td&gt;Adapt&lt;/td&gt;
       &lt;td&gt;Increases sight radius and night vision of the archer.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bird Soldier&lt;/td&gt;
       &lt;td&gt;Focus&lt;/td&gt;
       &lt;td&gt;Increased attack speed followed by short exhaustion.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Magician&lt;/td&gt;
       &lt;td&gt;*Blaze, *Freeze, *Desoul, *Spark&lt;/td&gt;
       &lt;td&gt;Standard elemental spells with varying ranges and AOE.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Priest&lt;/td&gt;
       &lt;td&gt;*Heal, *Aura, *Antidote, *Revive&lt;/td&gt;
       &lt;td&gt;Healing, AOE healing, and other forms of healing.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Monk&lt;/td&gt;
       &lt;td&gt;*Slow, *Support, *Negate, *Resist, *Attack&lt;/td&gt;
       &lt;td&gt;(De)buffs for agility/defense, magic resistance, and attack.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;

&lt;i&gt;* This skill/spell will be renamed.  These names come directly from good ol' Shining Force, back when it was originally a fan game.  But now it's not.  Intellectual property blah blah blah&lt;/i&gt;

== Classes ==
The original plan was to have classes that gain levels and promote to other classes, branching off.  This implies adding &lt;i&gt;&lt;b&gt;way&lt;/b&gt;&lt;/i&gt; too many classes, so, reluctantly, it's cut.  There are plenty of other ways to customize your characters using different equipment, rolling with different personalities, and simply from the sheer variety of characters you may earn randomly through quests and such.  Aside from very specific &quot;secret&quot; classes, the current 8 is more than enough.  Furthermore, the possible combinations of forces adds an insane amount of variety, so no more is necessary! :)

== Weapon Types ==
Harmonia has &lt;i&gt;&lt;b&gt;a lot&lt;/b&gt;&lt;/i&gt; weapon types - about 20 or so.  There were plans to have multiple levels of these weapons, so you could train them up, learn a variety of special attacks, blah blah blah &lt;b&gt;&lt;i&gt;it's gone&lt;/i&gt;&lt;/b&gt;.  In its place is something a lot simpler - remember those skills that were cut?  They're being redistributed to the weapon classes.  &lt;b&gt;&lt;i&gt;All player classes will be able to use all weapon classes&lt;/i&gt;&lt;/b&gt;, aside from the Wing which is bird-specific.  Characters will still have to train them like they do now, but they will always be at 100% strength - just without the skill.

Here's an &lt;b&gt;&lt;i&gt;incomplete&lt;/i&gt;&lt;/b&gt; list of skills for the various weapon classes:

&lt;table&gt;
   &lt;tr style=&quot;font-weight: bold;&quot;&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Class&lt;/td&gt;
       &lt;td width=&quot;80px&quot; style=&quot;border-bottom: 1px solid white;&quot;&gt;Skill(s)&lt;/td&gt;
       &lt;td style=&quot;border-bottom: 1px solid white;&quot;&gt;Description&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Sword&lt;/td&gt;
       &lt;td&gt;Channel&lt;/td&gt;
       &lt;td&gt;Uses MP to inflict magic damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Lance&lt;/td&gt;
       &lt;td&gt;Charge&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy out of the way, thrusting you forward.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Spear&lt;/td&gt;
       &lt;td&gt;Repel&lt;/td&gt;
       &lt;td&gt;Attack pushes an enemy back, keeping you in place.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Halberd&lt;/td&gt;
       &lt;td&gt;Swipe&lt;/td&gt;
       &lt;td&gt;Melee attack hits two adjacent enemies.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Mace&lt;/td&gt;
       &lt;td&gt;Bash&lt;/td&gt;
       &lt;td&gt;Knocks an opponent down, preventing movement and spellcasting.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Bow&lt;/td&gt;
       &lt;td&gt;Ice Shot&lt;/td&gt;
       &lt;td&gt;Freezes an enemy in place for a short time.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Crossbow&lt;/td&gt;
       &lt;td&gt;Strafe Shot&lt;/td&gt;
       &lt;td&gt;Allows a move action after an attack rather than before.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Longbow&lt;/td&gt;
       &lt;td&gt;Long Shot&lt;/td&gt;
       &lt;td&gt;A normal attack with +1 additional range.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Ankh&lt;/td&gt;
       &lt;td&gt;Smite&lt;/td&gt;
       &lt;td&gt;50% chance to inflict heavy light damage.  Very effective against undead.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wand&lt;/td&gt;
       &lt;td&gt;Missile&lt;/td&gt;
       &lt;td&gt;Non-elemental ranged magic attack.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Rod&lt;/td&gt;
       &lt;td&gt;*Burst&lt;/td&gt;
       &lt;td&gt;Earth-based AOE damage.&lt;/td&gt;
   &lt;/tr&gt;
   &lt;tr&gt;&lt;td&gt;Wing&lt;/td&gt;
       &lt;td&gt;Dive&lt;/td&gt;
       &lt;td&gt;Attacking a foe also moves your character like a chess knight.&lt;/td&gt;
   &lt;/tr&gt;
&lt;/table&gt;
&lt;br&gt;

== Zone Design and Loot ==
There's a variety of equipment painstakingly coded in the game.  Each piece is unique with differently balanced statistics.  However, at one point, I made a zone that generated random equipment in the style of Nethack, which produced equipment like this:

&lt;i&gt;a +1 uncursed orcish dagger&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some blessed ringmail&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -2 cursed hawaiian shirt&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 iron shoes&lt;/i&gt;&lt;br&gt;

Although this gear is pretty generic, there was a real sense of reward when you found the occasional +2 piece of equipment that suited a character's build.  More importantly, it made each mob much, much more valuable and fun to fight when there was a small chance you could find some rare item.

This system later evolved into something much cooler for a procedurally-generated cavern zone:

&lt;i&gt;a magical sunstone blade of vision&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a -3 olive green mithril helmet&lt;/i&gt;&lt;br&gt;
&lt;i&gt;some +1 dark matter boots of strength&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a +2 mighty orichalchum axe of healing&lt;/i&gt;&lt;br&gt;

This zone worked so well for levels 1 through 30 that &lt;i&gt;&lt;b&gt;it's now the method for all equipment in the game.&lt;/b&gt;&lt;/i&gt;  This means less coding of individual objects aside from the &lt;i&gt;&lt;b&gt;occasional&lt;/b&gt;&lt;/i&gt; zone-specific keyword.  This should make every zone a lot more compelling to play, which means Harmonia won't need nearly as much content as originally intended - which is VERY GOOD for my workload and/or sanity :)

== Random Mobs ==
Although this technically (and literally) qualifies as a new feature, this system can be applied directly to mobs because of the game's scripting system.  This should add yet more variety to running through a zone without the need to design dozens of new creatures.  The only reason I'm considering this is because it takes no extra coding.  It will literally use the exact same code as the random equipment generation.  The current zones will stay as they are, but new content will use the new model.

Possibilities for mobs in a slime zone could play out like so:

&lt;i&gt;a blue slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a red slime (lv3.0)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a small red slime (lv2.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a large blue slime (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slime warrior (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a green slimebeast (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a magical slime (lv3.2)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;an armored slimegician (lv3.5)&lt;/i&gt;&lt;br&gt;
&lt;i&gt;a glowing blue slimelord (lv3.7)&lt;/i&gt;

== Zone Consolidation ==
There are probably too many zones, and most of these zones, if not all, are incomplete.  So, instead of finishing the proposed billions of zones, bits of pieces of incomplete areas will be glued to the better zones to make them feel fleshed-out.  It's better to have a small amount of feature-complete, polished, and tested areas rather than twice as much broken stuff.  In other words: Quality &gt; Quantity.  The world map will need to be reduced as well, much to my disappointment :(  It looks pretty, but about 50% of it is totally unused, so...  &lt;b&gt;&lt;i&gt;It's gone!&lt;/i&gt;&lt;/b&gt;

== Graphical Feature Freeze ==
No more fancy effects.  The game already looks fine, so I'd like to work with what we have.  That being said, there are a few things that &lt;b&gt;&lt;i&gt;need&lt;/i&gt;&lt;/b&gt; to be in the game which aren't - projectiles for ranged attacks comes to mind, as well as spell effects.  The FOV code will need an upgrade, too, because it's really stupid :P  New sprites and tiles will still be produced, but there won't be any fancy glow effects of animations or what not.

Bugfixes are, of course, always fair game.  There is, unfortunately, always plenty to do in that department.  Wahhh.

== Client Work ... is still required :( ==
The Harmonia client still doesn't support everything the server can do.  That's why I've been playing around with text-based [[Harmonia Classic]] to do so much work lately.  A big reason for this slimming-down is so the client can finally get on its own two feet, firmly ushering in the era of &quot;Not Using Telnet because Telnet is kinda dumb&quot;.

The next step for the server is to send menus to clients in order to use all of the commands.  Then objects (not just mobs) will need to be synced.  This includes player inventory.  There's also no shared vision between your players, or a proper character selection screen, blah blah blah I'M WORKING ON IT :(

== And more (?) ==
That's everything off the top of my head.  Which is still a lot.  I just now finished all the stuff with the random gear (which is &lt;b&gt;&lt;i&gt;awesome&lt;/i&gt;&lt;/b&gt;, by the way!), so it's back to work on the client!  To the code dungeon, I go...  Those whips smart.

&lt;i&gt;I will finish this game.&lt;br&gt;
I will finish this game.&lt;br&gt;
I will finish this game.&lt;/i&gt;&lt;br&gt;
(Bart Simpson joke)

-- Synival
__NOTOC__
{{wl-publish: 2013-06-07 12:06:56 -0500 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/That's a Wrap!</title>
    <ns>100</ns>
    <id>160</id>
      <sha1>co0cd2x93kyhrmekitecp9kki2m2656</sha1>
    <revision>
      <id>1059</id>
      <timestamp>2012-09-08T17:02:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to...&quot;</comment>
      <text xml:space="preserve" bytes="2884">We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to follow all future development of Harmonia from now on, including articles, videos, screenshots, downloads, etc:

==You guys are awesome.==

First off, I want to thank all of our backers for their support.  When full-time development on Harmonia began back in May, we had a lot of questions and a lot of doubts, but it ultimately came down do a choice: to make something happen, or to do nothing.  Our decision has always been to act and to move forward, and it always turned out to be the right choice - and it's still the right choice.  We've seen a lot of genuine enthusiasm for Harmonia, and all of your support, feedback, bug reports, and well-wishes have encouraged us to keep pressing on.  Rocky Balboa-style, we went the distance in these last 30 days, and we'll be popping the Champagne cork to celebrate momentarily :)

==To be continued... or, WE AREN'T DEAD==

After a short rest to recover from our 14-hour-a-day work cycle marathon bonanza, development of Harmonia will continue!  Nearly everyone that saw our project loved it, and now that people know we're out there, we're going to start planning for round two, wiser and better prepared.  We still believe in what we're doing over here, and this Kickstarter was just one battle in a long war.  Our eye is still on the prize!

So, in what capacity is work going to continue?  We naturally can't maintain our previous level of development with no funding, but we'll chip in at least two hours a day of steady work while we plan for Harmonia's future.  There are a lot of ideas and plans on the table, including funding alternatives, and we're still hammering out the details.  Once we've taken a step back to breathe, re-evaluate, and regroup, we'll get back to work, starting with a postmortem on this whole experience on our blog, as well as a solid plan for Harmonia's future.

==Follow future development for Harmonia==

We're going to resume regular Friday blog updates like we did before the Kickstarter began.  From here, you'll be able to see our latest development screenshots, downloads, articles, news updates, etc.

You can also follow our video updates and sporadic news on YouTube, Facebook, and Twitter

* [YouTube Channel](http://www.youtube.com/)
* [Facebook Page](http://www.facebook.com/TalesOfHarmonia)
* [Twitter Feed](http://www.twitter.com/synival)

==And we're off!==

As of this moment, I can stop shilling for Harmonia every waking hour of the day, and I'm really looking forward to it :)  Developing games is great fun, but spamming the Internet with Kickstarter links is significantly less.  So farewell for now, and please follow our blog for future updates every week on Friday.  Cheers, and until then!

-- Simon</text>
    </revision>
    <revision>
      <id>1060</id>
      <timestamp>2012-09-08T17:03:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2901">&lt;i&gt;We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to follow all future development of Harmonia from now on, including articles, videos, screenshots, downloads, etc:&lt;/i&gt;

==You guys are awesome.==

First off, I want to thank all of our backers for their support.  When full-time development on Harmonia began back in May, we had a lot of questions and a lot of doubts, but it ultimately came down do a choice: to make something happen, or to do nothing.  Our decision has always been to act and to move forward, and it always turned out to be the right choice - and it's still the right choice.  We've seen a lot of genuine enthusiasm for Harmonia, and all of your support, feedback, bug reports, and well-wishes have encouraged us to keep pressing on.  Rocky Balboa-style, we went the distance in these last 30 days, and we'll be popping the Champagne cork to celebrate momentarily :)

==To be continued... or, WE AREN'T DEAD==

After a short rest to recover from our 14-hour-a-day work cycle marathon bonanza, development of Harmonia will continue!  Nearly everyone that saw our project loved it, and now that people know we're out there, we're going to start planning for round two, wiser and better prepared.  We still believe in what we're doing over here, and this Kickstarter was just one battle in a long war.  Our eye is still on the prize!

So, in what capacity is work going to continue?  We naturally can't maintain our previous level of development with no funding, but we'll chip in at least two hours a day of steady work while we plan for Harmonia's future.  There are a lot of ideas and plans on the table, including funding alternatives, and we're still hammering out the details.  Once we've taken a step back to breathe, re-evaluate, and regroup, we'll get back to work, starting with a postmortem on this whole experience on our blog, as well as a solid plan for Harmonia's future.

==Follow future development for Harmonia==

We're going to resume regular Friday blog updates like we did before the Kickstarter began.  From here, you'll be able to see our latest development screenshots, downloads, articles, news updates, etc.

You can also follow our video updates and sporadic news on YouTube, Facebook, and Twitter

* [YouTube Channel](http://www.youtube.com/)
* [Facebook Page](http://www.facebook.com/TalesOfHarmonia)
* [Twitter Feed](http://www.twitter.com/synival)

==And we're off!==

As of this moment, I can stop shilling for Harmonia every waking hour of the day, and I'm really looking forward to it :)  Developing games is great fun, but spamming the Internet with Kickstarter links is significantly less.  So farewell for now, and please follow our blog for future updates every week on Friday.  Cheers, and until then!

-- Simon
__NOTOC__</text>
    </revision>
    <revision>
      <id>1061</id>
      <timestamp>2012-09-08T17:18:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2954">&lt;i&gt;We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to follow all future development of Harmonia from now on, including articles, videos, screenshots, downloads, etc:&lt;/i&gt;

==You guys are awesome.==

First off, I want to thank all of our backers for their support.  When full-time development on Harmonia began back in May, we had a lot of questions and a lot of doubts, but it ultimately came down do a choice: to make something happen, or to do nothing.  Our decision has always been to act and to move forward, and it always turned out to be the right choice - and it's still the right choice.  We've seen a lot of genuine enthusiasm for Harmonia, and all of your support, feedback, bug reports, and well-wishes have encouraged us to keep pressing on.  Rocky Balboa-style, we went the distance in these last 30 days, and we'll be popping the Champagne cork to celebrate momentarily :)

==To be continued... or, WE AREN'T DEAD==

After a short rest to recover from our 14-hour-a-day work cycle marathon bonanza, development of Harmonia will continue!  Nearly everyone that saw our project loved it, and now that people know we're out there, we're going to start planning for round two, wiser and better prepared.  We still believe in what we're doing over here, and this Kickstarter was just one battle in a long war.  Our eye is still on the prize!

So, in what capacity is work going to continue?  We naturally can't maintain our previous level of development with no funding, but we'll chip in at least two hours a day of steady work while we plan for Harmonia's future.  There are a lot of ideas and plans on the table, including funding alternatives, and we're still hammering out the details.  Once we've taken a step back to breathe, re-evaluate, and regroup, we'll get back to work, starting with a postmortem on this whole experience on our blog, as well as a solid plan for Harmonia's future.

==Follow future development for Harmonia==

We're going to resume regular Friday blog updates like we did before the Kickstarter began.  From here, you'll be able to see our latest development screenshots, downloads, articles, news updates, etc.

You can also follow our video updates and sporadic news on YouTube, Facebook, and Twitter

* [YouTube Channel](http://www.youtube.com/)
* [Facebook Page](http://www.facebook.com/TalesOfHarmonia)
* [Twitter Feed](http://www.twitter.com/synival)

==And we're off!==

As of this moment, I can stop shilling for Harmonia every waking hour of the day, and I'm really looking forward to it :)  Developing games is great fun, but spamming the Internet with Kickstarter links is significantly less.  So farewell for now, and please follow our blog for future updates every week on Friday.  Cheers, and until then!

-- Simon
__NOTOC__
{{wl-publish: 2012-09-08 19:18:49 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1062</id>
      <timestamp>2012-09-08T17:41:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Follow future development for Harmonia */</comment>
      <text xml:space="preserve" bytes="2951">&lt;i&gt;We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to follow all future development of Harmonia from now on, including articles, videos, screenshots, downloads, etc:&lt;/i&gt;

==You guys are awesome.==

First off, I want to thank all of our backers for their support.  When full-time development on Harmonia began back in May, we had a lot of questions and a lot of doubts, but it ultimately came down do a choice: to make something happen, or to do nothing.  Our decision has always been to act and to move forward, and it always turned out to be the right choice - and it's still the right choice.  We've seen a lot of genuine enthusiasm for Harmonia, and all of your support, feedback, bug reports, and well-wishes have encouraged us to keep pressing on.  Rocky Balboa-style, we went the distance in these last 30 days, and we'll be popping the Champagne cork to celebrate momentarily :)

==To be continued... or, WE AREN'T DEAD==

After a short rest to recover from our 14-hour-a-day work cycle marathon bonanza, development of Harmonia will continue!  Nearly everyone that saw our project loved it, and now that people know we're out there, we're going to start planning for round two, wiser and better prepared.  We still believe in what we're doing over here, and this Kickstarter was just one battle in a long war.  Our eye is still on the prize!

So, in what capacity is work going to continue?  We naturally can't maintain our previous level of development with no funding, but we'll chip in at least two hours a day of steady work while we plan for Harmonia's future.  There are a lot of ideas and plans on the table, including funding alternatives, and we're still hammering out the details.  Once we've taken a step back to breathe, re-evaluate, and regroup, we'll get back to work, starting with a postmortem on this whole experience on our blog, as well as a solid plan for Harmonia's future.

==Follow future development for Harmonia==

We're going to resume regular Friday blog updates like we did before the Kickstarter began.  From here, you'll be able to see our latest development screenshots, downloads, articles, news updates, etc.

You can also follow our video updates and sporadic news on YouTube, Facebook, and Twitter

* [http://www.youtube.com/ YouTube Channel]
* [http://www.facebook.com/TalesOfHarmonia Facebook Page]
* [http://www.twitter.com/synival Twitter Feed]

==And we're off!==

As of this moment, I can stop shilling for Harmonia every waking hour of the day, and I'm really looking forward to it :)  Developing games is great fun, but spamming the Internet with Kickstarter links is significantly less.  So farewell for now, and please follow our blog for future updates every week on Friday.  Cheers, and until then!

-- Simon
__NOTOC__
{{wl-publish: 2012-09-08 19:18:49 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>1063</id>
      <timestamp>2012-09-08T17:41:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Follow future development for Harmonia */</comment>
      <text xml:space="preserve" bytes="2958">&lt;i&gt;We'll be releasing a thorough postmortem on our Kickstarter experience as well as future plans on here our dev blog.  We want to keep you in the loop, and this is the place to follow all future development of Harmonia from now on, including articles, videos, screenshots, downloads, etc:&lt;/i&gt;

==You guys are awesome.==

First off, I want to thank all of our backers for their support.  When full-time development on Harmonia began back in May, we had a lot of questions and a lot of doubts, but it ultimately came down do a choice: to make something happen, or to do nothing.  Our decision has always been to act and to move forward, and it always turned out to be the right choice - and it's still the right choice.  We've seen a lot of genuine enthusiasm for Harmonia, and all of your support, feedback, bug reports, and well-wishes have encouraged us to keep pressing on.  Rocky Balboa-style, we went the distance in these last 30 days, and we'll be popping the Champagne cork to celebrate momentarily :)

==To be continued... or, WE AREN'T DEAD==

After a short rest to recover from our 14-hour-a-day work cycle marathon bonanza, development of Harmonia will continue!  Nearly everyone that saw our project loved it, and now that people know we're out there, we're going to start planning for round two, wiser and better prepared.  We still believe in what we're doing over here, and this Kickstarter was just one battle in a long war.  Our eye is still on the prize!

So, in what capacity is work going to continue?  We naturally can't maintain our previous level of development with no funding, but we'll chip in at least two hours a day of steady work while we plan for Harmonia's future.  There are a lot of ideas and plans on the table, including funding alternatives, and we're still hammering out the details.  Once we've taken a step back to breathe, re-evaluate, and regroup, we'll get back to work, starting with a postmortem on this whole experience on our blog, as well as a solid plan for Harmonia's future.

==Follow future development for Harmonia==

We're going to resume regular Friday blog updates like we did before the Kickstarter began.  From here, you'll be able to see our latest development screenshots, downloads, articles, news updates, etc.

You can also follow our video updates and sporadic news on YouTube, Facebook, and Twitter

* [http://www.youtube.com/synival YouTube Channel]
* [http://www.facebook.com/TalesOfHarmonia Facebook Page]
* [http://www.twitter.com/synival Twitter Feed]

==And we're off!==

As of this moment, I can stop shilling for Harmonia every waking hour of the day, and I'm really looking forward to it :)  Developing games is great fun, but spamming the Internet with Kickstarter links is significantly less.  So farewell for now, and please follow our blog for future updates every week on Friday.  Cheers, and until then!

-- Simon
__NOTOC__
{{wl-publish: 2012-09-08 19:18:49 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/The Great Script Migration</title>
    <ns>100</ns>
    <id>13</id>
      <sha1>cgd46x0afvp2gcmekrtox7cgejkc98g</sha1>
    <revision>
      <id>42</id>
      <timestamp>2012-05-12T05:15:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;* After pouring over 18k lines of generated code, the long, long process of converting the current resource database to a new scripting system is nearly complete and going thr...&quot;</comment>
      <text xml:space="preserve" bytes="1073">* After pouring over 18k lines of generated code, the long, long process of converting the current resource database to a new scripting system is nearly complete and going through some final bug-testing.  This is a major step towards allowing builders to help bring more life to the world so I can focus more on gameplay, and the client!

* Sample script files and a vim syntax configuration can be found [http://shiningmud.ctrl-shift.net/misc here] for the time being.

* So what's the client?  I've resurrected an old project to give Scars of Harmonia a graphical client with the goal of scrapping Telnet in favor of the slightly more modern, &quot;things that aren't only letters&quot; model.  How's progress?  Slow but steady - [http://i.imgur.com/ntv2J.png here's a test of a textbox control, with some of the newly generated code.]

* Real-time file monitoring has been implemented on the server to allow for dynamic compilation of scripts.  This paves the way for web-based editors or script editing in the upcoming client.
{{wl-publish: 2012-05-12 07:15:48 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>88</id>
      <timestamp>2012-05-13T04:50:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1070">* After pouring over 18k lines of generated code, the long, long process of converting the current resource database to a new scripting system is nearly complete and going through some final bug-testing.  This is a major step towards allowing builders to help bring more life to the world so I can focus more on gameplay, and the client!
* Sample script files and a vim syntax configuration can be found [http://shiningmud.ctrl-shift.net/misc here] for the time being.
* So what's the client?  I've resurrected an old project to give Scars of Harmonia a graphical client with the goal of scrapping Telnet in favor of the slightly more modern, &quot;things that aren't only letters&quot; model.  How's progress?  Slow but steady - [http://i.imgur.com/ntv2J.png here's a test of a textbox control, with some of the newly generated code.]
* Real-time file monitoring has been implemented on the server to allow for dynamic compilation of scripts.  This paves the way for web-based editors or script editing in the upcoming client.
{{wl-publish: 2012-05-12 07:15:48 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/The Pope is actually a space alligator!</title>
    <ns>100</ns>
    <id>3</id>
      <sha1>78kpi8fgcj5bj73y8qsbjnz53tfjb1v</sha1>
    <revision>
      <id>4</id>
      <timestamp>2012-05-06T17:37:02Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;So if this were a real story, you'd be hearing all about the Pope and his dual-species status.&quot;</comment>
      <text xml:space="preserve" bytes="94">So if this were a real story, you'd be hearing all about the Pope and his dual-species status.</text>
    </revision>
    <revision>
      <id>5</id>
      <timestamp>2012-05-06T17:42:06Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Post summary!</comment>
      <text xml:space="preserve" bytes="150">So if this were a real story, you'd be hearing all about the Pope and his dual-species status.
{{wl-publish: 2012-05-06 19:42:06 +0200 | Metafarion }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Transitioning Combat</title>
    <ns>100</ns>
    <id>79</id>
      <sha1>21ylwokuu3yq4zbmjeg46wv3sbsn4u3</sha1>
    <revision>
      <id>528</id>
      <timestamp>2012-08-03T21:36:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;To my frustration, I've been knocked-out flat with a cold for the last week and it's totally drained my energy.  It could be that I'm burnt out and need a break.  Either way, ...&quot;</comment>
      <text xml:space="preserve" bytes="565">To my frustration, I've been knocked-out flat with a cold for the last week and it's totally drained my energy.  It could be that I'm burnt out and need a break.  Either way, this update's going to be short and sweet.  

The server finally sends combat information over, which means we can do fancy things like have numbers appear over character's heads when they're hurt or healed.  I'll be playing around with this to make it &quot;juicier&quot;, but functionally, it's in.

{{#ev:youtube|JY98SxQFRNQ}}

And now, back to work on a soon-to-be-featured new zone.  Stay tuned!</text>
    </revision>
    <revision>
      <id>529</id>
      <timestamp>2012-08-03T21:39:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="762">To my frustration, I've been knocked-out flat with a cold for the last week and it's totally drained my energy.  It could be because my immune system is terrible, because I'm totally burnt out and need a break, or a little of both.  Regardless, this update's going to be short and sweet.  

The server finally sends combat information over, which means we can do fancy things like have numbers appear over character's heads when they're hurt or healed.  I'll be playing around with this to make it &quot;juicier&quot;, but functionally, it's in.

{{#ev:youtube|JY98SxQFRNQ}}

There are a lot of half-finished projects that will get some attention as soon as I can get back to work without staring at my laptop for hours on end.  In the meantime, I'm going to take it easy.</text>
    </revision>
    <revision>
      <id>530</id>
      <timestamp>2012-08-03T21:40:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="815">To my frustration, I've been knocked-out flat with a cold for the last week and it's totally drained my energy.  It could be because my immune system is terrible, because I'm totally burnt out and need a break, or a little of both.  Regardless, this update's going to be short and sweet.  

The server finally sends combat information over, which means we can do fancy things like have numbers appear over character's heads when they're hurt or healed.  I'll be playing around with this to make it &quot;juicier&quot;, but functionally, it's in.

{{#ev:youtube|JY98SxQFRNQ}}

There are a lot of half-finished projects that will get some attention as soon as I can get back to work without staring at my laptop for hours on end.  In the meantime, I'm going to take it easy.
{{wl-publish: 2012-08-03 23:40:20 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Update : Still not dead!</title>
    <ns>100</ns>
    <id>232</id>
      <sha1>bdwcweketnj8cp8cpfli2fv81rnanik</sha1>
    <revision>
      <id>1166</id>
      <timestamp>2012-12-14T09:24:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it a lot.  So why I ...&quot;</comment>
      <text xml:space="preserve" bytes="5209">Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it a lot.  So why I haven't I posted anything?  Because I'm a shut-in that would rather work on code than communicate with the outside world - at least until the game feels somewhat complete.

Regardless, here's a short and sweet update just to confirm that things are rolling along.  There aren't many new screenshots to post, but here are some:

* [http://www.harmonia-online.net/screens/harmonia_lighting.jpg Screenshot #1]: Real-time lighting integrated into the rendering engine
* [http://www.harmonia-online.net/screens/giant_screenshot.jpg Screenshot #2]: Ultra-fast new rendering engine.  6 fps isn't great, but my laptop has an awful Intel integrated graphics chip.  A screenshot this size would have been about 0.5 fps before!  I've also made some improvements since this.
* [http://www.harmonia-online.net/screens/new_sprites.gif Screenshot #3]: Animated gif of the newest sprites.  Each sprite has a walking animation in all 8 possible directions.  In the works are three new monsters and one new class (Birdsoldier).
* [http://www.harmonia-online.net/screens/new_network.jpg Screenshot #4]: Big improvements to the networking architecture, and the beginning of the new login screen.  This isn't impressive on the outside, but represents a huge leap forward on the inside.

What else is new?  Here's some stuff for the client:

* New rendering engine.  It turns out everything was slow because it was rendering the world in a really, really dumb way.  This is now fixed.  Framerate is literally 10x better than before!
* Improved tile picking.  With the new rendering engine, picking tiles with the mouse is now 100% accurate AND lightning fast.
* More sprites!  Art assets were a major bottleneck for Harmonia for a the longest time, but I've settled on a 16x16 aesthetic that looks good enough and is easy enough for me to draw.  Drawing skills are not my best skills :(  But 7/8 of the current player classes are done, and they look pretty nice, if I do say so myself.
* Real-time lighting.  The server has had lighting effects for a long time, but they weren't reflected in the game engine yet.  Now they are, although it's a bit broken, so a rework is in the near future - it will be worth it!
* Smooth lighting.  With the new rendering engine, I can do a lot more.  Normals are now provided by coordinate instead of by surface, so everything looks smooth instead of jagged and metallic.
* UI rewrites and effects.  The UI code has received a facelift for extra flexibility and ease.  Thanks to these changes, windows now fade in-and-out when opened and closed.  They also have a neat sound effect when opened!  This feels complete, so I can move on to more important things.

Alright, that's nice, but what about gameplay?  Here's another big list:

* Scaled-down concept.  Harmonia the MMO is too grandiose for just one person, and I'd like to keep this a solo project.  So, the concept has, for now, been scaled down to a more Roguelike dungeon-crawler.  A lot of the material will still be in, but re-worked to fit into one giant, complete zone.
* Procedural generation.  As stated in the previous blog post, procedural generation is in the game.  Caverns can be generated as you advance, then populated with monsters and items.
* Procedural equipment.  One of my favorite new features, new weapons and armor are now generated using a variety of variables: material type, elemental balance (color), weight, damage type, spell/skill, enchantment, and so on.  In lower dungeon levels, it's normal to come across things like:  a +1 titanium sword, some -2 purple iron gloves of brilliance, a +1 copper Aura lance, or a -3 moonstone quarterstaff.
* Weapons are now available to all classes.  The weapon restriction seemed dumb, so now it's gone!  All 18 (?) weapon classes are available for every class - although you still have to learn it.  Each class's level 1 skill has been moved to their weapon, which is obtained at level 1.  For example, when your sword skill is at level 1, you will learn the &quot;Channel&quot; ability, previously assigned to the Soldier class.  This means this ability is available to every class patient enough to master the sword.  Likewise, Soldiers can now learn the Monk's &quot;Fireball&quot; ability by mastering the claw, knuckle, or quarterstaff.
* Upgrading equipment!  By using the new random equipment, you can modify their level by +1, for a price.  Prices are exponentially higher as they reach higher levels (i.e, a +6 copper sword), so it's more cost-effective to find a new weapon (a -2 titanium sword would be better!).
* Targeting improvements.  Targets are now managed by CONNECTION instead of by ENTITY - this means that switching between group members using the ` key will preserve your targets.
* Bugfixes + optimizations galore!  A lot of things were slow, and a lot of things were broken or unintuitive.  Things are improved!

Whew - Quite a post!  Hopefully this is everything.  Who know that making an entire MMO by oneself would be so much work? :P  Until next time!  ...Whenever that is.

-- Synival</text>
    </revision>
    <revision>
      <id>1167</id>
      <timestamp>2012-12-14T09:27:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5415">Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it a lot.  So why I haven't I posted anything?  Because I'm a shut-in that would rather work on code than communicate with the outside world - at least until the game feels somewhat complete.

Regardless, here's an update, in all its non-proofread glory!  It's largely fueled by caffeine, so don't be too surprised if it rambles on a bit.  Also, news posts in the future will be infrequent, just because that's easiest for me, but rest assured that everything is progressing along nicely.

There aren't many new screenshots to post, but here are a few:

* [http://www.harmonia-online.net/screens/harmonia_lighting.jpg Screenshot #1]: Real-time lighting integrated into the rendering engine
* [http://www.harmonia-online.net/screens/giant_screenshot.jpg Screenshot #2]: Ultra-fast new rendering engine.  6 fps isn't great, but my laptop has an awful Intel integrated graphics chip.  A screenshot this size would have been about 0.5 fps before!  I've also made some improvements since this.
* [http://www.harmonia-online.net/screens/new_sprites.gif Screenshot #3]: Animated gif of the newest sprites.  Each sprite has a walking animation in all 8 possible directions.  In the works are three new monsters and one new class (Birdsoldier).
* [http://www.harmonia-online.net/screens/new_network.jpg Screenshot #4]: Big improvements to the networking architecture, and the beginning of the new login screen.  This isn't impressive on the outside, but represents a huge leap forward on the inside.

What else is new?  Here's some stuff for the client:

* New rendering engine.  It turns out everything was slow because it was rendering the world in a really, really dumb way.  This is now fixed.  Framerate is literally 10x better than before!
* Improved tile picking.  With the new rendering engine, picking tiles with the mouse is now 100% accurate AND lightning fast.
* More sprites!  Art assets were a major bottleneck for Harmonia for a the longest time, but I've settled on a 16x16 aesthetic that looks good enough and is easy enough for me to draw.  Drawing skills are not my best skills :(  But 7/8 of the current player classes are done, and they look pretty nice, if I do say so myself.
* Real-time lighting.  The server has had lighting effects for a long time, but they weren't reflected in the game engine yet.  Now they are, although it's a bit broken, so a rework is in the near future - it will be worth it!
* Smooth lighting.  With the new rendering engine, I can do a lot more.  Normals are now provided by coordinate instead of by surface, so everything looks smooth instead of jagged and metallic.
* UI rewrites and effects.  The UI code has received a facelift for extra flexibility and ease.  Thanks to these changes, windows now fade in-and-out when opened and closed.  They also have a neat sound effect when opened!  This feels complete, so I can move on to more important things.

Alright, that's nice, but what about gameplay?  Here's another big list:

* Scaled-down concept.  Harmonia the MMO is too grandiose for just one person, and I'd like to keep this a solo project.  So, the concept has, for now, been scaled down to a more Roguelike dungeon-crawler.  A lot of the material will still be in, but re-worked to fit into one giant, complete zone.
* Procedural generation.  As stated in the previous blog post, procedural generation is in the game.  Caverns can be generated as you advance, then populated with monsters and items.
* Procedural equipment.  One of my favorite new features, new weapons and armor are now generated using a variety of variables: material type, elemental balance (color), weight, damage type, spell/skill, enchantment, and so on.  In lower dungeon levels, it's normal to come across things like:  a +1 titanium sword, some -2 purple iron gloves of brilliance, a +1 copper Aura lance, or a -3 moonstone quarterstaff.
* Weapons are now available to all classes.  The weapon restriction seemed dumb, so now it's gone!  All 18 (?) weapon classes are available for every class - although you still have to learn it.  Each class's level 1 skill has been moved to their weapon, which is obtained at level 1.  For example, when your sword skill is at level 1, you will learn the &quot;Channel&quot; ability, previously assigned to the Soldier class.  This means this ability is available to every class patient enough to master the sword.  Likewise, Soldiers can now learn the Monk's &quot;Fireball&quot; ability by mastering the claw, knuckle, or quarterstaff.
* Upgrading equipment!  By using the new random equipment, you can modify their level by +1, for a price.  Prices are exponentially higher as they reach higher levels (i.e, a +6 copper sword), so it's more cost-effective to find a new weapon (a -2 titanium sword would be better!).
* Targeting improvements.  Targets are now managed by CONNECTION instead of by ENTITY - this means that switching between group members using the ` key will preserve your targets.
* Bugfixes + optimizations galore!  A lot of things were slow, and a lot of things were broken or unintuitive.  Things are improved!

Whew - Quite a post!  Hopefully this is everything.  Who know that making an entire MMO by oneself would be so much work? :P  Until next time!  ...Whenever that is.

-- Synival</text>
    </revision>
    <revision>
      <id>1168</id>
      <timestamp>2012-12-14T09:28:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5440">Wow, it's been a long time since I've posted anything.  Does this mean I haven't been working on Harmonia?  Absolutely not!  In fact, I've been working on it quite a bit.  So why I haven't I posted anything?  Because I'm a shut-in that would rather work on code than communicate with the outside world - at least until the game feels somewhat complete.

Regardless, here's an update, in all its non-proofread glory!  I'm largely fueled by caffeine right now, so don't be too surprised if this rambles on a bit.  Also, news posts in the future will be infrequent, just because that's easiest for me, but rest assured that everything is progressing along nicely.

There aren't many new screenshots to post, but here are a few:

* [http://www.harmonia-online.net/screens/harmonia_lighting.jpg Screenshot #1]: Real-time lighting integrated into the rendering engine
* [http://www.harmonia-online.net/screens/giant_screenshot.jpg Screenshot #2]: Ultra-fast new rendering engine.  6 fps isn't great, but my laptop has an awful Intel integrated graphics chip.  A screenshot this size would have been about 0.5 fps before!  I've also made some improvements since this.
* [http://www.harmonia-online.net/screens/new_sprites.gif Screenshot #3]: Animated gif of the newest sprites.  Each sprite has a walking animation in all 8 possible directions.  In the works are three new monsters and one new class (Birdsoldier).
* [http://www.harmonia-online.net/screens/new_network.jpg Screenshot #4]: Big improvements to the networking architecture, and the beginning of the new login screen.  This isn't impressive on the outside, but represents a huge leap forward on the inside.

What else is new?  Here's some stuff for the client:

* New rendering engine.  It turns out everything was slow because it was rendering the world in a really, really dumb way.  This is now fixed.  Framerate is literally 10x better than before!
* Improved tile picking.  With the new rendering engine, picking tiles with the mouse is now 100% accurate AND lightning fast.
* More sprites!  Art assets were a major bottleneck for Harmonia for a the longest time, but I've settled on a 16x16 aesthetic that looks good enough and is easy enough for me to draw.  Drawing skills are not my best skills :(  But 7/8 of the current player classes are done, and they look pretty nice, if I do say so myself.
* Real-time lighting.  The server has had lighting effects for a long time, but they weren't reflected in the game engine yet.  Now they are, although it's a bit broken, so a rework is in the near future - it will be worth it!
* Smooth lighting.  With the new rendering engine, I can do a lot more.  Normals are now provided by coordinate instead of by surface, so everything looks smooth instead of jagged and metallic.
* UI rewrites and effects.  The UI code has received a facelift for extra flexibility and ease.  Thanks to these changes, windows now fade in-and-out when opened and closed.  They also have a neat sound effect when opened!  This feels complete, so I can move on to more important things.

Alright, that's nice, but what about gameplay?  Here's another big list:

* Scaled-down concept.  Harmonia the MMO is too grandiose for just one person, and I'd like to keep this a solo project.  So, the concept has, for now, been scaled down to a more Roguelike dungeon-crawler.  A lot of the material will still be in, but re-worked to fit into one giant, complete zone.
* Procedural generation.  As stated in the previous blog post, procedural generation is in the game.  Caverns can be generated as you advance, then populated with monsters and items.
* Procedural equipment.  One of my favorite new features, new weapons and armor are now generated using a variety of variables: material type, elemental balance (color), weight, damage type, spell/skill, enchantment, and so on.  In lower dungeon levels, it's normal to come across things like:  a +1 titanium sword, some -2 purple iron gloves of brilliance, a +1 copper Aura lance, or a -3 moonstone quarterstaff.
* Weapons are now available to all classes.  The weapon restriction seemed dumb, so now it's gone!  All 18 (?) weapon classes are available for every class - although you still have to learn it.  Each class's level 1 skill has been moved to their weapon, which is obtained at level 1.  For example, when your sword skill is at level 1, you will learn the &quot;Channel&quot; ability, previously assigned to the Soldier class.  This means this ability is available to every class patient enough to master the sword.  Likewise, Soldiers can now learn the Monk's &quot;Fireball&quot; ability by mastering the claw, knuckle, or quarterstaff.
* Upgrading equipment!  By using the new random equipment, you can modify their level by +1, for a price.  Prices are exponentially higher as they reach higher levels (i.e, a +6 copper sword), so it's more cost-effective to find a new weapon (a -2 titanium sword would be better!).
* Targeting improvements.  Targets are now managed by CONNECTION instead of by ENTITY - this means that switching between group members using the ` key will preserve your targets.
* Bugfixes + optimizations galore!  A lot of things were slow, and a lot of things were broken or unintuitive.  Things are improved!

Whew - Quite a post!  Hopefully this is everything.  Who know that making an entire MMO by oneself would be so much work? :P  Until next time!  ...Whenever that is.  Later!

-- Synival</text>
    </revision>
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      <comment>Redirected page to [[Blog:News/We're looking for artists!]]</comment>
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  <page>
    <title>Blog:News/We're looking for artists!</title>
    <ns>100</ns>
    <id>117</id>
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    <revision>
      <id>747</id>
      <timestamp>2012-08-18T05:36:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter curr...&quot;</comment>
      <text xml:space="preserve" bytes="4447">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as present on [http://www.reddit.com/r/gamedevclassifieds /r/gamedevclassifieds]:

= Project Links =

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

= About Us =

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

= Game Pitch =

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

= Art Style =

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Protraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

= Responsibilities =

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

= Compensation =

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

= Licensing =

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

= Experience =

No formal experience required.  However, you must have samples of your work to present.

= How to Apply =

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: simon@simonbielman.com

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__</text>
    </revision>
    <revision>
      <id>748</id>
      <timestamp>2012-08-18T05:37:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4504">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as presented on [http://www.reddit.com/r/gameDevClassifieds/comments/yf0j0/lfartist_for_online_rpg_on_kickstarter/ /r/gamedevclassifieds]:

= Project Links =

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

= About Us =

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

= Game Pitch =

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

= Art Style =

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Protraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

= Responsibilities =

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

= Compensation =

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

= Licensing =

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

= Experience =

No formal experience required.  However, you must have samples of your work to present.

= How to Apply =

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: simon@simonbielman.com

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__</text>
    </revision>
    <revision>
      <id>749</id>
      <timestamp>2012-08-18T05:38:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* How to Apply */</comment>
      <text xml:space="preserve" bytes="4536">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as presented on [http://www.reddit.com/r/gameDevClassifieds/comments/yf0j0/lfartist_for_online_rpg_on_kickstarter/ /r/gamedevclassifieds]:

= Project Links =

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

= About Us =

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

= Game Pitch =

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

= Art Style =

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Protraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

= Responsibilities =

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

= Compensation =

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

= Licensing =

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

= Experience =

No formal experience required.  However, you must have samples of your work to present.

= How to Apply =

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: [mailto:simon@simonbielman.com simon@simonbielman.com]

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__</text>
    </revision>
    <revision>
      <id>750</id>
      <timestamp>2012-08-18T05:39:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4589">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as presented on [http://www.reddit.com/r/gameDevClassifieds/comments/yf0j0/lfartist_for_online_rpg_on_kickstarter/ /r/gamedevclassifieds]:

= Project Links =

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

= About Us =

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

= Game Pitch =

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

= Art Style =

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Protraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

= Responsibilities =

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

= Compensation =

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

= Licensing =

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

= Experience =

No formal experience required.  However, you must have samples of your work to present.

= How to Apply =

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: [mailto:simon@simonbielman.com simon@simonbielman.com]

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__
{{wl-publish: 2012-08-18 07:39:58 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>756</id>
      <timestamp>2012-08-19T15:20:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4607">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as presented on [http://www.reddit.com/r/gameDevClassifieds/comments/yf0j0/lfartist_for_online_rpg_on_kickstarter/ /r/gamedevclassifieds]:

== Project Links ==

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

== About Us ==

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

== Game Pitch ==

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

== Art Style ==

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Protraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

== Responsibilities ==

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

== Compensation ==

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

== Licensing ==

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

== Experience ==

No formal experience required.  However, you must have samples of your work to present.

== How to Apply ==

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: [mailto:simon@simonbielman.com simon@simonbielman.com]

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__
{{wl-publish: 2012-08-18 07:39:58 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>834</id>
      <timestamp>2012-08-20T03:02:53Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Motherfuckin' spellchecka!</comment>
      <text xml:space="preserve" bytes="4607">Fledging studio Baroque Creations is looking for an artist to assist with [http://www.harmonia-online.net/ Harmonia], our game [http://www.harmonia-online.net/kickstarter currently on Kickstarter].  Here is our ad as presented on [http://www.reddit.com/r/gameDevClassifieds/comments/yf0j0/lfartist_for_online_rpg_on_kickstarter/ /r/gamedevclassifieds]:

== Project Links ==

All information about Harmonia is available on these various websites:

* [http://www.harmonia-online.net/ Project Homepage]
* [http://www.harmonia-online.net/kickstarter Kickstarter Page]
* [http://www.harmonia-online.net/wiki/Play Harmonia Development Demo (Windows / Linux)]
* [http://roguebasin.roguelikedevelopment.org/index.php/Harmonia Roguebasin Entry]

== About Us ==

Baroque Creations is currently a two-person operation: me (developer, project manager, promoter) and my partner (server administrator, web developer) who is currently working only on occasion.  All of our time thus far has been unpaid as we get the studio off the ground.  I am an American currently living in Berlin, Germany, so all efforts are coordinated online.

We're both laid back and casual personally, but we take this project seriously and manage it in a professional manner.  Baroque Creations is looking for friendly, confident team members who aren't afraid to work a little overtime in order to meet deadlines and keep the project on track.

== Game Pitch ==

&lt;i&gt;&quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

&quot;It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.&quot;&lt;/i&gt;

== Art Style ==

We'd like the game to draw its aesthetic from Shining Force III for Sega Saturn, but other concepts in the fantasy vein are welcome.  Here are some examples:

* [http://jumesyn.celestialdamnation.com/galleries/artbook/page10.jpg Character Art]
* [http://desmond.imageshack.us/Himg199/scaled.php?server=199&amp;filename=forceeditor.jpg&amp;res=landing Character Portraits]
* [http://sega-saturn-blog.cowblog.fr/images/ShiningForceIIISaturnEdit001.jpg Sprites + Town]
* [http://desmond.imageshack.us/Himg580/scaled.php?server=580&amp;filename=sf3extrachars.jpg&amp;res=landing More Sprites]
* [http://thegia.psy-q.ch/sites/www.thegia.com/sat/sf3/media4/story10.jpg More Sprites 2]

== Responsibilities ==

This project is currently in full development.  Artists are expected to work in a professional manner, remain dedicated to their work throughout the entire development cycle, provide time estimates for their work, and meet deadlines for the assets they produce.

We need artists for one or more of the following:

* &lt;b&gt;Presentable art for the Kickstarter Campaign produced by August 24th&lt;/b&gt;
* New logo
* Several animated sprite sheets
* Tilesets [http://www.harmonia-online.net/misc/tiles_32x32.png (current sample)]
* Character designs
* Concept art

== Compensation ==

All projects for *Baroque Creations* are currently on a volunteer basis; however, if this project gets the necessary funding, this will be a paid position.  Harmonia will have a total art budget of $4,000.  &lt;b&gt;Please submit your rates for completed assets.&lt;/b&gt;

== Licensing ==

A major part of Harmonia's model relies on game assets being open and free for modification.  This means all assets produced for playable, in-game content must be in the public domain or free for modification.  However, ownership for concept art and other material that isn't used in-game is not subject to this.

== Experience ==

No formal experience required.  However, you must have samples of your work to present.

== How to Apply ==

Please submit prepared samples of your art as well as your work history in formal, personal, or otherwise casual projects.  For each piece of art submitted, provide a rate for similar work and an estimated time of completion.

Please send your application by email to: [mailto:simon@simonbielman.com simon@simonbielman.com]

If you have any questions, please feel free to email me directly, post in this thread, or send me a personal message.

Cheers!

-- Simon Bielman (Synival)
__NOTOC__
{{wl-publish: 2012-08-18 07:39:58 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Where's the Post-Mortem? An Update</title>
    <ns>100</ns>
    <id>162</id>
      <sha1>bpxhxbsxepqbtlno7u42sww7rtcqboe</sha1>
    <revision>
      <id>1067</id>
      <timestamp>2012-09-21T20:53:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Hey folks, Simon (Synival) here.  &lt;div style=&quot;text-align: justify; text-indent: 15px&quot;&gt; At the end of the Kickstarter campaign, I promised a post-mortem analysis that hasn't ha...&quot;</comment>
      <text xml:space="preserve" bytes="3465">Hey folks, Simon (Synival) here.

&lt;div style=&quot;text-align: justify; text-indent: 15px&quot;&gt;
At the end of the Kickstarter campaign, I promised a post-mortem analysis that hasn't happened yet.  It's nearly-completed and almost ready to post here, but before I get to that I'd like to give a more personal update to clear my own head.  This blog will typically be about development stuff, but it feels appropriate now to act like a human being instead of a game-developing robot.  Hopefully my programming will allow for this.  

It's been two weeks since the campaign was over, and I honestly walked away on high spirits.  It was nice to finally get a day off, but you know what wasn't nice?  Not having work to come back to.  I'd read before that running a Kickstarter is a full-time job with a lot of overtime work, and it's certainly true.  It turns out that it's also really satisfying, too; I love interacting with people, developing crazy new features (multiple unit selection, whoo!), doing the art stuff, and managing the project in general.  Not sure why, but getting stuff done is always satisfying, and game development has so many facets, I'm content with just working around the clock.  Who needs a social life when I have a glowing LCD screen and the Internet?  Don't answer that.

So why aren't I working around the clock on Harmonia right now?  Something I've never mentioned and will only mention this one time (because I have no interest in pity or making excuses) is that I need to generate some extra income to pay the bills.  I'm not in horrible shape financially or anything, but there's no way I can justify working 14 hour days on Harmonia at the moment, and it's a real downer.  Not because there's no money, but because there's a long, long list of features that aren't getting implemented, and I'm &lt;i&gt;super duper eager&lt;/i&gt; to get back to work on it.  Development on the local client is getting close to replacing the Telnet window, and I really wanna do it!

The plan right now is to gather some extra work to save money and resume development as soon as possible.  Developing 2 hours a day seemed like a good idea, but for a project that would take six months to complete, it isn't a realistic plan at all, nor is it satisfying.  Aggressive job hunting is my life at the moment, then I can get back to work on Harmonia, &lt;i&gt;possibly&lt;/i&gt; working towards another fund-raising campaign later on down the line.  Dedicating all my time towards Harmonia was really satisfying, even if it was exhausting (and unhealthy), and I'd like to give another stab at it now that we know how to run a much, much better campaign.

As a side note, you know what I hate?  Shameless plugging all over the Internet.  It's a necessary evil to be sure, and most people recognized that to my relief, but I still felt dirty every time I did it.  So, sorry, Internet, for pushing my wares all over your webs.  At least I wasn't posting xzibit memes everywhere or something, starting threads in threads because I heard you like threads oh god I should stop this now.

Okay.  The post-mortem: It's almost done, but my first draft was really dry and suffered from a lot of tl;dr, so I'm going to clean it up, add some pictures, and possibly split it into two articles.  The post-Kickstarter blues are finally wearing off, so I'm feeling motivated again :D
&lt;/div&gt;

&lt;/personal jibber jabber&gt;

Cheers,&lt;br&gt;
-- Simon (Synival)
{{wl-publish: 2012-09-21 22:53:38 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Blog:News/Workin' on infrastructure</title>
    <ns>100</ns>
    <id>6</id>
      <sha1>1kfffmg59a6yg8a0c1hj0ndspef3cpr</sha1>
    <revision>
      <id>24</id>
      <timestamp>2012-05-09T02:47:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;* Got a wiki up and running. Hopefully this will be ready for release by next Saturday!  * Developed some under-the-hood stuff - most importantly, all of the in-game script fi...&quot;</comment>
      <text xml:space="preserve" bytes="573">* Got a wiki up and running. Hopefully this will be ready for release by next Saturday!

* Developed some under-the-hood stuff - most importantly, all of the in-game script files were converted to a human-readable format that's modifiable from a file outside the game. This is the first big step to transitioning to a format that's easy to work with through a web-based WYSIWYG editor. Here's a screenshot of the new code, formatted (poorly) by a conversion function: http://i.imgur.com/NV2ZL.png

* More not-fun stuff like player idling, AFK, and better linkdead handling.</text>
    </revision>
    <revision>
      <id>25</id>
      <timestamp>2012-05-09T02:48:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="626">* Got a wiki up and running. Hopefully this will be ready for release by next Saturday!

* Developed some under-the-hood stuff - most importantly, all of the in-game script files were converted to a human-readable format that's modifiable from a file outside the game. This is the first big step to transitioning to a format that's easy to work with through a web-based WYSIWYG editor. Here's a screenshot of the new code, formatted (poorly) by a conversion function: http://i.imgur.com/NV2ZL.png

* More not-fun stuff like player idling, AFK, and better linkdead handling.
{{wl-publish: 2012-05-09 04:48:10 +0200 | SimonLB }}</text>
    </revision>
    <revision>
      <id>89</id>
      <timestamp>2012-05-13T04:50:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="624">* Got a wiki up and running. Hopefully this will be ready for release by next Saturday!
* Developed some under-the-hood stuff - most importantly, all of the in-game script files were converted to a human-readable format that's modifiable from a file outside the game. This is the first big step to transitioning to a format that's easy to work with through a web-based WYSIWYG editor. Here's a screenshot of the new code, formatted (poorly) by a conversion function: http://i.imgur.com/NV2ZL.png
* More not-fun stuff like player idling, AFK, and better linkdead handling.
{{wl-publish: 2012-05-09 04:48:10 +0200 | SimonLB }}</text>
    </revision>
  </page>
  <page>
    <title>Checklist</title>
    <ns>0</ns>
    <id>18</id>
    <redirect title="Feedback" />
      <sha1>8fip102yfssc606i4ue62kdr98mepji</sha1>
    <revision>
      <id>84</id>
      <timestamp>2012-05-13T04:43:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>SimonLB moved page [[Checklist]] to [[Feedback]]</comment>
      <text xml:space="preserve" bytes="22">#REDIRECT [[Feedback]]</text>
    </revision>
  </page>
  <page>
    <title>Command Reference</title>
    <ns>0</ns>
    <id>29</id>
      <sha1>f8b56awtm2d0w7ghfvravnskk3r633g</sha1>
    <revision>
      <id>165</id>
      <timestamp>2012-05-20T15:23:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== . (command1 [... commandn]) == == case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) == == command (command [arg1 [... argn]]) == == cond (cond1 then1 [else1 e_t...&quot;</comment>
      <text xml:space="preserve" bytes="3088">== . (command1 [... commandn]) ==
== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
== command (command [arg1 [... argn]]) ==
== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
== effect (resource priority objects [args]) ==
== for_each (read-from memory-to command) ==
== if (condition then [else]) ==
== on_stop (resource) ==
== return (value) ==
== timer (resource priority duration objects [args]) ==

== active (resource) ==
== ally (person) ==
== arg ([index]) ==
== can_put (x y [map]) ==
== capitalize (string) ==
== day () ==
== daytime () ==
== distance (obj1 obj2) ==
== enemy (person) ==
== ftos (float) ==
== fuzz (value %fuzz) ==
== hour () ==
== id ([object [args]]) ==
== internal (variable) ==
== location (map [x y]) ==
== name () ==
== priority () ==
== random (min max) ==
== read (property [object]) ==
== read_hr (property [object [decimals]]) ==
== rounds (rounds) ==
== search (object [args]) ==
== server (variable) ==
== stat (hp | mp | sta) ==
== stof (stat) ==
== substr (string search) ==
== weapon (class [level]) ==
== wlevel ([class]) ==

== echo (text) ==
== echo_resources () ==
== light (radius [intensity]) ==
== map (center-marker center-tile line1 [... linen]) ==
== portal (area [arg1 ... argn] x y [map [char]]) ==
== regions (center-marker center-region line1 [... linen]) ==
== respawn (object [x y [group]]) ==
== skill (resource [condition]) ==
== spell (resource [condition]) ==
== terrain (width height seed density min max forests %forest) ==
== tile (reference char color flight terrain outside [sight [obstruct-los]]) ==
== update (effect) ==
== waypoint (x y) ==

== action (action [person1 [person2]]) ==
== assist (target) ==
== echo_once (text) ==
== equip (object) ==
== fight (target) ==
== group (leader) ==
== heal (amount) ==
== home ([x y [map]]) ==
== home_once ([x y [map]]) ==
== idle () ==
== learn (class time) ==
== lock () ==
== menu_new () ==
== menu_item (text [type [hotkey [id]]]) ==
== menu_run (resource) ==
== message (message [person]) ==
== off ([resource]) ==
== on (resource [priority]) ==
== remove () ==
== restore ([%health]) ==
== say (text1 [... textn]) ==
== spawn (object [x y [map]]) ==
== stop (resource) ==
== stun (stamina) ==
== teleport (x y [map]) ==
== wander () ==
== watch ([stat display type]) ==

== == (left right) ==
== != (left right) ==
== &gt; (left right) ==
== &lt; (left right) ==
== &gt;= (left right) ==
== &lt;= (left right) ==
== ! (value) ==
== + (val1 val2 [... argn]) ==
== - (val1 val2 [... argn]) ==
== * (val1 val2 [... argn]) ==
== / (val1 val2 [... argn]) ==
== % (val1 val2 [... argn]) ==
== ** (base exponent1 [... exponentn]) ==
== &amp;&amp; (val1 val2 [... argn]) ==
== || (val1 val2 [... argn]) ==

== add (property value [type]) ==
== balance (property1 weight1 [... propertyn weightn]) ==
== bgcolor ([color]) ==
== fgcolor ([color]) ==
== memory (slot [data]) ==
== mult (property value [type]) ==
== quantity ([amount]) ==
== remember (ref source) ==
== set (property value [type]) ==
== text (property line1 [... linen]) ==
== token (property string) ==</text>
    </revision>
    <revision>
      <id>166</id>
      <timestamp>2012-05-20T15:27:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3608">&lt;pre&gt;. (command1 [... commandn])&lt;/pre&gt;
&lt;pre&gt;case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
&lt;pre&gt;command (command [arg1 [... argn]])&lt;/pre&gt;
&lt;pre&gt;cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
&lt;pre&gt;effect (resource priority objects [args])&lt;/pre&gt;
&lt;pre&gt;for_each (read-from memory-to command)&lt;/pre&gt;
&lt;pre&gt;if (condition then [else])&lt;/pre&gt;
&lt;pre&gt;on_stop (resource)&lt;/pre&gt;
&lt;pre&gt;return (value)&lt;/pre&gt;
&lt;pre&gt;timer (resource priority duration objects [args])&lt;/pre&gt;

&lt;pre&gt;active (resource)&lt;/pre&gt;
&lt;pre&gt;ally (person)&lt;/pre&gt;
&lt;pre&gt;arg ([index])&lt;/pre&gt;
&lt;pre&gt;can_put (x y [map])&lt;/pre&gt;
&lt;pre&gt;capitalize (string)&lt;/pre&gt;
&lt;pre&gt;day ()&lt;/pre&gt;
&lt;pre&gt;daytime ()&lt;/pre&gt;
&lt;pre&gt;distance (obj1 obj2)&lt;/pre&gt;
&lt;pre&gt;enemy (person)&lt;/pre&gt;
&lt;pre&gt;ftos (float)&lt;/pre&gt;
&lt;pre&gt;fuzz (value %fuzz)&lt;/pre&gt;
&lt;pre&gt;hour ()&lt;/pre&gt;
&lt;pre&gt;id ([object [args]])&lt;/pre&gt;
&lt;pre&gt;internal (variable)&lt;/pre&gt;
&lt;pre&gt;location (map [x y])&lt;/pre&gt;
&lt;pre&gt;name ()&lt;/pre&gt;
&lt;pre&gt;priority ()&lt;/pre&gt;
&lt;pre&gt;random (min max)&lt;/pre&gt;
&lt;pre&gt;read (property [object])&lt;/pre&gt;
&lt;pre&gt;read_hr (property [object [decimals]])&lt;/pre&gt;
&lt;pre&gt;rounds (rounds)&lt;/pre&gt;
&lt;pre&gt;search (object [args])&lt;/pre&gt;
&lt;pre&gt;server (variable)&lt;/pre&gt;
&lt;pre&gt;stat (hp | mp | sta)&lt;/pre&gt;
&lt;pre&gt;stof (stat)&lt;/pre&gt;
&lt;pre&gt;substr (string search)&lt;/pre&gt;
&lt;pre&gt;weapon (class [level])&lt;/pre&gt;
&lt;pre&gt;wlevel ([class])&lt;/pre&gt;

&lt;pre&gt;echo (text)&lt;/pre&gt;
&lt;pre&gt;echo_resources ()&lt;/pre&gt;
&lt;pre&gt;light (radius [intensity])&lt;/pre&gt;
&lt;pre&gt;map (center-marker center-tile line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;portal (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
&lt;pre&gt;regions (center-marker center-region line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;respawn (object [x y [group]])&lt;/pre&gt;
&lt;pre&gt;skill (resource [condition])&lt;/pre&gt;
&lt;pre&gt;spell (resource [condition])&lt;/pre&gt;
&lt;pre&gt;terrain (width height seed density min max forests %forest)&lt;/pre&gt;
&lt;pre&gt;tile (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
&lt;pre&gt;update (effect)&lt;/pre&gt;
&lt;pre&gt;waypoint (x y)&lt;/pre&gt;

&lt;pre&gt;action (action [person1 [person2]])&lt;/pre&gt;
&lt;pre&gt;assist (target)&lt;/pre&gt;
&lt;pre&gt;echo_once (text)&lt;/pre&gt;
&lt;pre&gt;equip (object)&lt;/pre&gt;
&lt;pre&gt;fight (target)&lt;/pre&gt;
&lt;pre&gt;group (leader)&lt;/pre&gt;
&lt;pre&gt;heal (amount)&lt;/pre&gt;
&lt;pre&gt;home ([x y [map]])&lt;/pre&gt;
&lt;pre&gt;home_once ([x y [map]])&lt;/pre&gt;
&lt;pre&gt;idle ()&lt;/pre&gt;
&lt;pre&gt;learn (class time)&lt;/pre&gt;
&lt;pre&gt;lock ()&lt;/pre&gt;
&lt;pre&gt;menu_new ()&lt;/pre&gt;
&lt;pre&gt;menu_item (text [type [hotkey [id]]])&lt;/pre&gt;
&lt;pre&gt;menu_run (resource)&lt;/pre&gt;
&lt;pre&gt;message (message [person])&lt;/pre&gt;
&lt;pre&gt;off ([resource])&lt;/pre&gt;
&lt;pre&gt;on (resource [priority])&lt;/pre&gt;
&lt;pre&gt;remove ()&lt;/pre&gt;
&lt;pre&gt;restore ([%health])&lt;/pre&gt;
&lt;pre&gt;say (text1 [... textn])&lt;/pre&gt;
&lt;pre&gt;spawn (object [x y [map]])&lt;/pre&gt;
&lt;pre&gt;stop (resource)&lt;/pre&gt;
&lt;pre&gt;stun (stamina)&lt;/pre&gt;
&lt;pre&gt;teleport (x y [map])&lt;/pre&gt;
&lt;pre&gt;wander ()&lt;/pre&gt;
&lt;pre&gt;watch ([stat display type])&lt;/pre&gt;

&lt;pre&gt;== (left right)&lt;/pre&gt;
&lt;pre&gt;!= (left right)&lt;/pre&gt;
&lt;pre&gt;&gt; (left right)&lt;/pre&gt;
&lt;pre&gt;&lt; (left right)&lt;/pre&gt;
&lt;pre&gt;&gt;= (left right)&lt;/pre&gt;
&lt;pre&gt;&lt;= (left right)&lt;/pre&gt;
&lt;pre&gt;! (value)&lt;/pre&gt;
&lt;pre&gt;+ (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;- (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;* (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;/ (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;% (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;** (base exponent1 [... exponentn])&lt;/pre&gt;
&lt;pre&gt;&amp;&amp; (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;|| (val1 val2 [... argn])&lt;/pre&gt;

&lt;pre&gt;add (property value [type])&lt;/pre&gt;
&lt;pre&gt;balance (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
&lt;pre&gt;bgcolor ([color])&lt;/pre&gt;
&lt;pre&gt;fgcolor ([color])&lt;/pre&gt;
&lt;pre&gt;memory (slot [data])&lt;/pre&gt;
&lt;pre&gt;mult (property value [type])&lt;/pre&gt;
&lt;pre&gt;quantity ([amount])&lt;/pre&gt;
&lt;pre&gt;remember (ref source)&lt;/pre&gt;
&lt;pre&gt;set (property value [type])&lt;/pre&gt;
&lt;pre&gt;text (property line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;token (property string)&lt;/pre&gt;</text>
    </revision>
    <revision>
      <id>167</id>
      <timestamp>2012-05-20T15:30:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3724">== Assignment ==
&lt;pre&gt;add (property value [type])&lt;/pre&gt;
&lt;pre&gt;balance (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
&lt;pre&gt;bgcolor ([color])&lt;/pre&gt;
&lt;pre&gt;fgcolor ([color])&lt;/pre&gt;
&lt;pre&gt;memory (slot [data])&lt;/pre&gt;
&lt;pre&gt;mult (property value [type])&lt;/pre&gt;
&lt;pre&gt;quantity ([amount])&lt;/pre&gt;
&lt;pre&gt;remember (ref source)&lt;/pre&gt;
&lt;pre&gt;set (property value [type])&lt;/pre&gt;
&lt;pre&gt;text (property line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;token (property string)&lt;/pre&gt;

== Code Flow ==
&lt;pre&gt;. (command1 [... commandn])&lt;/pre&gt;
&lt;pre&gt;case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
&lt;pre&gt;command (command [arg1 [... argn]])&lt;/pre&gt;
&lt;pre&gt;cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
&lt;pre&gt;effect (resource priority objects [args])&lt;/pre&gt;
&lt;pre&gt;for_each (read-from memory-to command)&lt;/pre&gt;
&lt;pre&gt;if (condition then [else])&lt;/pre&gt;
&lt;pre&gt;on_stop (resource)&lt;/pre&gt;
&lt;pre&gt;return (value)&lt;/pre&gt;
&lt;pre&gt;timer (resource priority duration objects [args])&lt;/pre&gt;

== Information ==
&lt;pre&gt;active (resource)&lt;/pre&gt;
&lt;pre&gt;ally (person)&lt;/pre&gt;
&lt;pre&gt;arg ([index])&lt;/pre&gt;
&lt;pre&gt;can_put (x y [map])&lt;/pre&gt;
&lt;pre&gt;capitalize (string)&lt;/pre&gt;
&lt;pre&gt;day ()&lt;/pre&gt;
&lt;pre&gt;daytime ()&lt;/pre&gt;
&lt;pre&gt;distance (obj1 obj2)&lt;/pre&gt;
&lt;pre&gt;enemy (person)&lt;/pre&gt;
&lt;pre&gt;ftos (float)&lt;/pre&gt;
&lt;pre&gt;fuzz (value %fuzz)&lt;/pre&gt;
&lt;pre&gt;hour ()&lt;/pre&gt;
&lt;pre&gt;id ([object [args]])&lt;/pre&gt;
&lt;pre&gt;internal (variable)&lt;/pre&gt;
&lt;pre&gt;location (map [x y])&lt;/pre&gt;
&lt;pre&gt;name ()&lt;/pre&gt;
&lt;pre&gt;priority ()&lt;/pre&gt;
&lt;pre&gt;random (min max)&lt;/pre&gt;
&lt;pre&gt;read (property [object])&lt;/pre&gt;
&lt;pre&gt;read_hr (property [object [decimals]])&lt;/pre&gt;
&lt;pre&gt;rounds (rounds)&lt;/pre&gt;
&lt;pre&gt;search (object [args])&lt;/pre&gt;
&lt;pre&gt;server (variable)&lt;/pre&gt;
&lt;pre&gt;stat (hp | mp | sta)&lt;/pre&gt;
&lt;pre&gt;stof (stat)&lt;/pre&gt;
&lt;pre&gt;substr (string search)&lt;/pre&gt;
&lt;pre&gt;weapon (class [level])&lt;/pre&gt;
&lt;pre&gt;wlevel ([class])&lt;/pre&gt;

== Once-Only ==
&lt;pre&gt;action (action [person1 [person2]])&lt;/pre&gt;
&lt;pre&gt;assist (target)&lt;/pre&gt;
&lt;pre&gt;echo_once (text)&lt;/pre&gt;
&lt;pre&gt;equip (object)&lt;/pre&gt;
&lt;pre&gt;fight (target)&lt;/pre&gt;
&lt;pre&gt;group (leader)&lt;/pre&gt;
&lt;pre&gt;heal (amount)&lt;/pre&gt;
&lt;pre&gt;home ([x y [map]])&lt;/pre&gt;
&lt;pre&gt;home_once ([x y [map]])&lt;/pre&gt;
&lt;pre&gt;idle ()&lt;/pre&gt;
&lt;pre&gt;learn (class time)&lt;/pre&gt;
&lt;pre&gt;lock ()&lt;/pre&gt;
&lt;pre&gt;menu_new ()&lt;/pre&gt;
&lt;pre&gt;menu_item (text [type [hotkey [id]]])&lt;/pre&gt;
&lt;pre&gt;menu_run (resource)&lt;/pre&gt;
&lt;pre&gt;message (message [person])&lt;/pre&gt;
&lt;pre&gt;off ([resource])&lt;/pre&gt;
&lt;pre&gt;on (resource [priority])&lt;/pre&gt;
&lt;pre&gt;remove ()&lt;/pre&gt;
&lt;pre&gt;restore ([%health])&lt;/pre&gt;
&lt;pre&gt;say (text1 [... textn])&lt;/pre&gt;
&lt;pre&gt;spawn (object [x y [map]])&lt;/pre&gt;
&lt;pre&gt;stop (resource)&lt;/pre&gt;
&lt;pre&gt;stun (stamina)&lt;/pre&gt;
&lt;pre&gt;teleport (x y [map])&lt;/pre&gt;
&lt;pre&gt;wander ()&lt;/pre&gt;
&lt;pre&gt;watch ([stat display type])&lt;/pre&gt;

== Operators / Arithmetic ==
&lt;pre&gt;== (left right)&lt;/pre&gt;
&lt;pre&gt;!= (left right)&lt;/pre&gt;
&lt;pre&gt;&gt; (left right)&lt;/pre&gt;
&lt;pre&gt;&lt; (left right)&lt;/pre&gt;
&lt;pre&gt;&gt;= (left right)&lt;/pre&gt;
&lt;pre&gt;&lt;= (left right)&lt;/pre&gt;
&lt;pre&gt;! (value)&lt;/pre&gt;
&lt;pre&gt;+ (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;- (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;* (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;/ (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;% (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;** (base exponent1 [... exponentn])&lt;/pre&gt;
&lt;pre&gt;&amp;&amp; (val1 val2 [... argn])&lt;/pre&gt;
&lt;pre&gt;|| (val1 val2 [... argn])&lt;/pre&gt;

== Uncategorized ==
&lt;pre&gt;echo (text)&lt;/pre&gt;
&lt;pre&gt;echo_resources ()&lt;/pre&gt;
&lt;pre&gt;light (radius [intensity])&lt;/pre&gt;
&lt;pre&gt;map (center-marker center-tile line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;portal (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
&lt;pre&gt;regions (center-marker center-region line1 [... linen])&lt;/pre&gt;
&lt;pre&gt;respawn (object [x y [group]])&lt;/pre&gt;
&lt;pre&gt;skill (resource [condition])&lt;/pre&gt;
&lt;pre&gt;spell (resource [condition])&lt;/pre&gt;
&lt;pre&gt;terrain (width height seed density min max forests %forest)&lt;/pre&gt;
&lt;pre&gt;tile (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
&lt;pre&gt;update (effect)&lt;/pre&gt;
&lt;pre&gt;waypoint (x y)&lt;/pre&gt;</text>
    </revision>
    <revision>
      <id>168</id>
      <timestamp>2012-05-20T15:37:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5702">== Code Flow ==
[[Commands#. .]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;

== Information ==
[[Commands#active active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;

== Uncategorized ==
[[Commands#echo echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;

== Once-Only ==
[[Commands#action action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;

== Operators / Arithmetic ==
[[Commands#== ==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!= !=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt; &gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt; &lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;= &gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;= &lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#! !]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+ +]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#- -]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#* *]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/ /]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#% %]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#** **]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp; &amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#|| ||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;

== Assignment ==
[[Commands#add add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token token]]&lt;pre&gt; (property string)&lt;/pre&gt;</text>
    </revision>
    <revision>
      <id>169</id>
      <timestamp>2012-05-20T15:38:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5702">== Code Flow ==
[[Commands#.|.]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case|case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command|command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond|cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect|effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each|for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if|if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop|on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return|return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer|timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;

== Information ==
[[Commands#active active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;

== Uncategorized ==
[[Commands#echo echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;

== Once-Only ==
[[Commands#action action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;

== Operators / Arithmetic ==
[[Commands#== ==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!= !=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt; &gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt; &lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;= &gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;= &lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#! !]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+ +]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#- -]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#* *]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/ /]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#% %]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#** **]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp; &amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#|| ||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;

== Assignment ==
[[Commands#add add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token token]]&lt;pre&gt; (property string)&lt;/pre&gt;</text>
    </revision>
    <revision>
      <id>170</id>
      <timestamp>2012-05-20T15:41:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5702">== Code Flow ==
[[Commands#.|.]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case|case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command|command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond|cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect|effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each|for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if|if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop|on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return|return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer|timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;

== Information ==
[[Commands#active|active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally|ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg|arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put|can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize|capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day|day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime|daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance|distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy|enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos|ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz|fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour|hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id|id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal|internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location|location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name|name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority|priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random|random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read|read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr|read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds|rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search|search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server|server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat|stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof|stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr|substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon|weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel|wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;

== Uncategorized ==
[[Commands#echo|echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources|echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light|light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map|map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal|portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions|regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn|respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill|skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell|spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain|terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile|tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update|update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint|waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;

== Once-Only ==
[[Commands#action|action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist|assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once|echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip|equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight|fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group|group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal|heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home|home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once|home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn|learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock|lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new|menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item|menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run|menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message|message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off|off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on|on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove|remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore|restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say|say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn|spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop|stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun|stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport|teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander|wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch|watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;

== Operators / Arithmetic ==
[[Commands#==|==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!=|!=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;|&gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;|&lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;=|&gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;=|&lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!|!]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+|+]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#-|-]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#*|*]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/|/]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#%|%]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#**|**]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp;|&amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#or|||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;

== Assignment ==
[[Commands#add|add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance|balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor|bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor|fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory|memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult|mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity|quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember|remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set|set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text|text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token|token]]&lt;pre&gt; (property string)&lt;/pre&gt;</text>
    </revision>
    <revision>
      <id>171</id>
      <timestamp>2012-05-20T15:44:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5839">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance|balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor|bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor|fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory|memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult|mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity|quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember|remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set|set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text|text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token|token]]&lt;pre&gt; (property string)&lt;/pre&gt;
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case|case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command|command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond|cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect|effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each|for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if|if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop|on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return|return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer|timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally|ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg|arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put|can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize|capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day|day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime|daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance|distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy|enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos|ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz|fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour|hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id|id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal|internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location|location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name|name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority|priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random|random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read|read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr|read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds|rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search|search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server|server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat|stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof|stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr|substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon|weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel|wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist|assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once|echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip|equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight|fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group|group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal|heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home|home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once|home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn|learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock|lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new|menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item|menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run|menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message|message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off|off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on|on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove|remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore|restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say|say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn|spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop|stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun|stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport|teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander|wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch|watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;
&lt;/div&gt;

== Operators / Arithmetic ==
[[Commands#==|==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!=|!=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;|&gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;|&lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;=|&gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;=|&lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!|!]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+|+]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#-|-]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#*|*]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/|/]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#%|%]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#**|**]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp;|&amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#or|||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources|echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light|light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map|map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal|portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions|regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn|respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill|skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell|spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain|terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile|tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update|update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint|waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>172</id>
      <timestamp>2012-05-20T15:53:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5858">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance|balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor|bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor|fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory|memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult|mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity|quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember|remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set|set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text|text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token|token]]&lt;pre&gt; (property string)&lt;/pre&gt;
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case|case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command|command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond|cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect|effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each|for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if|if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop|on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return|return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer|timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally|ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg|arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put|can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize|capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day|day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime|daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance|distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy|enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos|ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz|fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour|hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id|id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal|internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location|location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name|name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority|priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random|random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read|read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr|read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds|rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search|search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server|server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat|stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof|stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr|substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon|weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel|wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist|assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once|echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip|equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight|fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group|group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal|heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home|home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once|home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn|learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock|lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new|menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item|menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run|menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message|message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off|off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on|on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove|remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore|restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say|say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn|spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop|stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun|stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport|teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander|wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch|watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!=|!=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;|&gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;|&lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;=|&gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;=|&lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!|!]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+|+]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#-|-]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#*|*]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/|/]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#%|%]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#**|**]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp;|&amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#or|||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources|echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light|light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map|map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal|portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions|regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn|respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill|skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell|spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain|terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile|tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update|update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint|waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>173</id>
      <timestamp>2012-05-20T16:08:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6066">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]]&lt;code&gt; (property value [type])&lt;/code&gt;
[[Commands#balance|balance]]&lt;code&gt; (property1 weight1 [... propertyn weightn])&lt;/code&gt;
[[Commands#bgcolor|bgcolor]]&lt;code&gt; ([color])&lt;/code&gt;
[[Commands#fgcolor|fgcolor]]&lt;code&gt; ([color])&lt;/code&gt;
[[Commands#memory|memory]]&lt;code&gt; (slot [data])&lt;/code&gt;
[[Commands#mult|mult]]&lt;code&gt; (property value [type])&lt;/code&gt;
[[Commands#quantity|quantity]]&lt;code&gt; ([amount])&lt;/code&gt;
[[Commands#remember|remember]]&lt;code&gt; (ref source)&lt;/code&gt;
[[Commands#set|set]]&lt;code&gt; (property value [type])&lt;/code&gt;
[[Commands#text|text]]&lt;code&gt; (property line1 [... linen])&lt;/code&gt;
[[Commands#token|token]]&lt;code&gt; (property string)&lt;/code&gt;
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]]&lt;code&gt; (command1 [... commandn])&lt;/code&gt;
[[Commands#case|case]]&lt;code&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/code&gt;
[[Commands#command|command]]&lt;code&gt; (command [arg1 [... argn]])&lt;/code&gt;
[[Commands#cond|cond]]&lt;code&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/code&gt;
[[Commands#effect|effect]]&lt;code&gt; (resource priority objects [args])&lt;/code&gt;
[[Commands#for_each|for_each]]&lt;code&gt; (read-from memory-to command)&lt;/code&gt;
[[Commands#if|if]]&lt;code&gt; (condition then [else])&lt;/code&gt;
[[Commands#on_stop|on_stop]]&lt;code&gt; (resource)&lt;/code&gt;
[[Commands#return|return]]&lt;code&gt; (value)&lt;/code&gt;
[[Commands#timer|timer]]&lt;code&gt; (resource priority duration objects [args])&lt;/code&gt;
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]]&lt;code&gt; (resource)&lt;/code&gt;
[[Commands#ally|ally]]&lt;code&gt; (person)&lt;/code&gt;
[[Commands#arg|arg]]&lt;code&gt; ([index])&lt;/code&gt;
[[Commands#can_put|can_put]]&lt;code&gt; (x y [map])&lt;/code&gt;
[[Commands#capitalize|capitalize]]&lt;code&gt; (string)&lt;/code&gt;
[[Commands#day|day]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#daytime|daytime]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#distance|distance]]&lt;code&gt; (obj1 obj2)&lt;/code&gt;
[[Commands#enemy|enemy]]&lt;code&gt; (person)&lt;/code&gt;
[[Commands#ftos|ftos]]&lt;code&gt; (float)&lt;/code&gt;
[[Commands#fuzz|fuzz]]&lt;code&gt; (value %fuzz)&lt;/code&gt;
[[Commands#hour|hour]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#id|id]]&lt;code&gt; ([object [args]])&lt;/code&gt;
[[Commands#internal|internal]]&lt;code&gt; (variable)&lt;/code&gt;
[[Commands#location|location]]&lt;code&gt; (map [x y])&lt;/code&gt;
[[Commands#name|name]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#priority|priority]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#random|random]]&lt;code&gt; (min max)&lt;/code&gt;
[[Commands#read|read]]&lt;code&gt; (property [object])&lt;/code&gt;
[[Commands#read_hr|read_hr]]&lt;code&gt; (property [object [decimals]])&lt;/code&gt;
[[Commands#rounds|rounds]]&lt;code&gt; (rounds)&lt;/code&gt;
[[Commands#search|search]]&lt;code&gt; (object [args])&lt;/code&gt;
[[Commands#server|server]]&lt;code&gt; (variable)&lt;/code&gt;
[[Commands#stat|stat]]&lt;code&gt; (hp | mp | sta)&lt;/code&gt;
[[Commands#stof|stof]]&lt;code&gt; (stat)&lt;/code&gt;
[[Commands#substr|substr]]&lt;code&gt; (string search)&lt;/code&gt;
[[Commands#weapon|weapon]]&lt;code&gt; (class [level])&lt;/code&gt;
[[Commands#wlevel|wlevel]]&lt;code&gt; ([class])&lt;/code&gt;
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]]&lt;code&gt; (action [person1 [person2]])&lt;/code&gt;
[[Commands#assist|assist]]&lt;code&gt; (target)&lt;/code&gt;
[[Commands#echo_once|echo_once]]&lt;code&gt; (text)&lt;/code&gt;
[[Commands#equip|equip]]&lt;code&gt; (object)&lt;/code&gt;
[[Commands#fight|fight]]&lt;code&gt; (target)&lt;/code&gt;
[[Commands#group|group]]&lt;code&gt; (leader)&lt;/code&gt;
[[Commands#heal|heal]]&lt;code&gt; (amount)&lt;/code&gt;
[[Commands#home|home]]&lt;code&gt; ([x y [map]])&lt;/code&gt;
[[Commands#home_once|home_once]]&lt;code&gt; ([x y [map]])&lt;/code&gt;
[[Commands#idle idle]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#learn|learn]]&lt;code&gt; (class time)&lt;/code&gt;
[[Commands#lock|lock]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#menu_new|menu_new]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#menu_item|menu_item]]&lt;code&gt; (text [type [hotkey [id]]])&lt;/code&gt;
[[Commands#menu_run|menu_run]]&lt;code&gt; (resource)&lt;/code&gt;
[[Commands#message|message]]&lt;code&gt; (message [person])&lt;/code&gt;
[[Commands#off|off]]&lt;code&gt; ([resource])&lt;/code&gt;
[[Commands#on|on]]&lt;code&gt; (resource [priority])&lt;/code&gt;
[[Commands#remove|remove]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#restore|restore]]&lt;code&gt; ([%health])&lt;/code&gt;
[[Commands#say|say]]&lt;code&gt; (text1 [... textn])&lt;/code&gt;
[[Commands#spawn|spawn]]&lt;code&gt; (object [x y [map]])&lt;/code&gt;
[[Commands#stop|stop]]&lt;code&gt; (resource)&lt;/code&gt;
[[Commands#stun|stun]]&lt;code&gt; (stamina)&lt;/code&gt;
[[Commands#teleport|teleport]]&lt;code&gt; (x y [map])&lt;/code&gt;
[[Commands#wander|wander]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#watch|watch]]&lt;code&gt; ([stat display type])&lt;/code&gt;
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#!=|!=]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#&gt;|&gt;]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#&lt;|&lt;]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#&gt;=|&gt;=]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#&lt;=|&lt;=]]&lt;code&gt; (left right)&lt;/code&gt;
[[Commands#!|!]]&lt;code&gt; (value)&lt;/code&gt;
[[Commands#+|+]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#-|-]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#*|*]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#/|/]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#%|%]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#**|**]]&lt;code&gt; (base exponent1 [... exponentn])&lt;/code&gt;
[[Commands#&amp;&amp;|&amp;&amp;]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
[[Commands#or|||]]&lt;code&gt; (val1 val2 [... argn])&lt;/code&gt;
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]]&lt;code&gt; (text)&lt;/code&gt;
[[Commands#echo_resources|echo_resources]]&lt;code&gt; ()&lt;/code&gt;
[[Commands#light|light]]&lt;code&gt; (radius [intensity])&lt;/code&gt;
[[Commands#map|map]]&lt;code&gt; (center-marker center-tile line1 [... linen])&lt;/code&gt;
[[Commands#portal|portal]]&lt;code&gt; (area [arg1 ... argn] x y [map [char]])&lt;/code&gt;
[[Commands#regions|regions]]&lt;code&gt; (center-marker center-region line1 [... linen])&lt;/code&gt;
[[Commands#respawn|respawn]]&lt;code&gt; (object [x y [group]])&lt;/code&gt;
[[Commands#skill|skill]]&lt;code&gt; (resource [condition])&lt;/code&gt;
[[Commands#spell|spell]]&lt;code&gt; (resource [condition])&lt;/code&gt;
[[Commands#terrain|terrain]]&lt;code&gt; (width height seed density min max forests %forest)&lt;/code&gt;
[[Commands#tile|tile]]&lt;code&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/code&gt;
[[Commands#update|update]]&lt;code&gt; (effect)&lt;/code&gt;
[[Commands#waypoint|waypoint]]&lt;code&gt; (x y)&lt;/code&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>174</id>
      <timestamp>2012-05-20T16:08:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Undo revision 173 by [[Special:Contributions/SimonLB|SimonLB]] ([[User talk:SimonLB|talk]])</comment>
      <text xml:space="preserve" bytes="5858">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#balance|balance]]&lt;pre&gt; (property1 weight1 [... propertyn weightn])&lt;/pre&gt;
[[Commands#bgcolor|bgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#fgcolor|fgcolor]]&lt;pre&gt; ([color])&lt;/pre&gt;
[[Commands#memory|memory]]&lt;pre&gt; (slot [data])&lt;/pre&gt;
[[Commands#mult|mult]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#quantity|quantity]]&lt;pre&gt; ([amount])&lt;/pre&gt;
[[Commands#remember|remember]]&lt;pre&gt; (ref source)&lt;/pre&gt;
[[Commands#set|set]]&lt;pre&gt; (property value [type])&lt;/pre&gt;
[[Commands#text|text]]&lt;pre&gt; (property line1 [... linen])&lt;/pre&gt;
[[Commands#token|token]]&lt;pre&gt; (property string)&lt;/pre&gt;
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]]&lt;pre&gt; (command1 [... commandn])&lt;/pre&gt;
[[Commands#case|case]]&lt;pre&gt; (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])&lt;/pre&gt;
[[Commands#command|command]]&lt;pre&gt; (command [arg1 [... argn]])&lt;/pre&gt;
[[Commands#cond|cond]]&lt;pre&gt; (cond1 then1 [else1 e_then1 [... elsen e_thenn]])&lt;/pre&gt;
[[Commands#effect|effect]]&lt;pre&gt; (resource priority objects [args])&lt;/pre&gt;
[[Commands#for_each|for_each]]&lt;pre&gt; (read-from memory-to command)&lt;/pre&gt;
[[Commands#if|if]]&lt;pre&gt; (condition then [else])&lt;/pre&gt;
[[Commands#on_stop|on_stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#return|return]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#timer|timer]]&lt;pre&gt; (resource priority duration objects [args])&lt;/pre&gt;
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#ally|ally]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#arg|arg]]&lt;pre&gt; ([index])&lt;/pre&gt;
[[Commands#can_put|can_put]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#capitalize|capitalize]]&lt;pre&gt; (string)&lt;/pre&gt;
[[Commands#day|day]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#daytime|daytime]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#distance|distance]]&lt;pre&gt; (obj1 obj2)&lt;/pre&gt;
[[Commands#enemy|enemy]]&lt;pre&gt; (person)&lt;/pre&gt;
[[Commands#ftos|ftos]]&lt;pre&gt; (float)&lt;/pre&gt;
[[Commands#fuzz|fuzz]]&lt;pre&gt; (value %fuzz)&lt;/pre&gt;
[[Commands#hour|hour]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#id|id]]&lt;pre&gt; ([object [args]])&lt;/pre&gt;
[[Commands#internal|internal]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#location|location]]&lt;pre&gt; (map [x y])&lt;/pre&gt;
[[Commands#name|name]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#priority|priority]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#random|random]]&lt;pre&gt; (min max)&lt;/pre&gt;
[[Commands#read|read]]&lt;pre&gt; (property [object])&lt;/pre&gt;
[[Commands#read_hr|read_hr]]&lt;pre&gt; (property [object [decimals]])&lt;/pre&gt;
[[Commands#rounds|rounds]]&lt;pre&gt; (rounds)&lt;/pre&gt;
[[Commands#search|search]]&lt;pre&gt; (object [args])&lt;/pre&gt;
[[Commands#server|server]]&lt;pre&gt; (variable)&lt;/pre&gt;
[[Commands#stat|stat]]&lt;pre&gt; (hp | mp | sta)&lt;/pre&gt;
[[Commands#stof|stof]]&lt;pre&gt; (stat)&lt;/pre&gt;
[[Commands#substr|substr]]&lt;pre&gt; (string search)&lt;/pre&gt;
[[Commands#weapon|weapon]]&lt;pre&gt; (class [level])&lt;/pre&gt;
[[Commands#wlevel|wlevel]]&lt;pre&gt; ([class])&lt;/pre&gt;
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]]&lt;pre&gt; (action [person1 [person2]])&lt;/pre&gt;
[[Commands#assist|assist]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#echo_once|echo_once]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#equip|equip]]&lt;pre&gt; (object)&lt;/pre&gt;
[[Commands#fight|fight]]&lt;pre&gt; (target)&lt;/pre&gt;
[[Commands#group|group]]&lt;pre&gt; (leader)&lt;/pre&gt;
[[Commands#heal|heal]]&lt;pre&gt; (amount)&lt;/pre&gt;
[[Commands#home|home]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#home_once|home_once]]&lt;pre&gt; ([x y [map]])&lt;/pre&gt;
[[Commands#idle idle]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#learn|learn]]&lt;pre&gt; (class time)&lt;/pre&gt;
[[Commands#lock|lock]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_new|menu_new]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#menu_item|menu_item]]&lt;pre&gt; (text [type [hotkey [id]]])&lt;/pre&gt;
[[Commands#menu_run|menu_run]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#message|message]]&lt;pre&gt; (message [person])&lt;/pre&gt;
[[Commands#off|off]]&lt;pre&gt; ([resource])&lt;/pre&gt;
[[Commands#on|on]]&lt;pre&gt; (resource [priority])&lt;/pre&gt;
[[Commands#remove|remove]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#restore|restore]]&lt;pre&gt; ([%health])&lt;/pre&gt;
[[Commands#say|say]]&lt;pre&gt; (text1 [... textn])&lt;/pre&gt;
[[Commands#spawn|spawn]]&lt;pre&gt; (object [x y [map]])&lt;/pre&gt;
[[Commands#stop|stop]]&lt;pre&gt; (resource)&lt;/pre&gt;
[[Commands#stun|stun]]&lt;pre&gt; (stamina)&lt;/pre&gt;
[[Commands#teleport|teleport]]&lt;pre&gt; (x y [map])&lt;/pre&gt;
[[Commands#wander|wander]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#watch|watch]]&lt;pre&gt; ([stat display type])&lt;/pre&gt;
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!=|!=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;|&gt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;|&lt;]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&gt;=|&gt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#&lt;=|&lt;=]]&lt;pre&gt; (left right)&lt;/pre&gt;
[[Commands#!|!]]&lt;pre&gt; (value)&lt;/pre&gt;
[[Commands#+|+]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#-|-]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#*|*]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#/|/]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#%|%]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#**|**]]&lt;pre&gt; (base exponent1 [... exponentn])&lt;/pre&gt;
[[Commands#&amp;&amp;|&amp;&amp;]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
[[Commands#or|||]]&lt;pre&gt; (val1 val2 [... argn])&lt;/pre&gt;
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]]&lt;pre&gt; (text)&lt;/pre&gt;
[[Commands#echo_resources|echo_resources]]&lt;pre&gt; ()&lt;/pre&gt;
[[Commands#light|light]]&lt;pre&gt; (radius [intensity])&lt;/pre&gt;
[[Commands#map|map]]&lt;pre&gt; (center-marker center-tile line1 [... linen])&lt;/pre&gt;
[[Commands#portal|portal]]&lt;pre&gt; (area [arg1 ... argn] x y [map [char]])&lt;/pre&gt;
[[Commands#regions|regions]]&lt;pre&gt; (center-marker center-region line1 [... linen])&lt;/pre&gt;
[[Commands#respawn|respawn]]&lt;pre&gt; (object [x y [group]])&lt;/pre&gt;
[[Commands#skill|skill]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#spell|spell]]&lt;pre&gt; (resource [condition])&lt;/pre&gt;
[[Commands#terrain|terrain]]&lt;pre&gt; (width height seed density min max forests %forest)&lt;/pre&gt;
[[Commands#tile|tile]]&lt;pre&gt; (reference char color flight terrain outside [sight [obstruct-los]])&lt;/pre&gt;
[[Commands#update|update]]&lt;pre&gt; (effect)&lt;/pre&gt;
[[Commands#waypoint|waypoint]]&lt;pre&gt; (x y)&lt;/pre&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>184</id>
      <timestamp>2012-05-23T13:40:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4714">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]] (property value [type])
[[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
[[Commands#bgcolor|bgcolor]] ([color])
[[Commands#fgcolor|fgcolor]] ([color])
[[Commands#memory|memory]] (slot [data])
[[Commands#mult|mult]] (property value [type])
[[Commands#quantity|quantity]] ([amount])
[[Commands#remember|remember]] (ref source)
[[Commands#set|set]] (property value [type])
[[Commands#text|text]] (property line1 [... linen])
[[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>185</id>
      <timestamp>2012-05-23T13:40:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4688">== Assignment ==
[[Commands#add|add]] (property value [type])
[[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
[[Commands#bgcolor|bgcolor]] ([color])
[[Commands#fgcolor|fgcolor]] ([color])
[[Commands#memory|memory]] (slot [data])
[[Commands#mult|mult]] (property value [type])
[[Commands#quantity|quantity]] ([amount])
[[Commands#remember|remember]] (ref source)
[[Commands#set|set]] (property value [type])
[[Commands#text|text]] (property line1 [... linen])
[[Commands#token|token]] (property string)

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>186</id>
      <timestamp>2012-05-23T13:41:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4701">== Assignment ==
&lt;pre&gt;
[[Commands#add|add]] (property value [type])
[[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
[[Commands#bgcolor|bgcolor]] ([color])
[[Commands#fgcolor|fgcolor]] ([color])
[[Commands#memory|memory]] (slot [data])
[[Commands#mult|mult]] (property value [type])
[[Commands#quantity|quantity]] ([amount])
[[Commands#remember|remember]] (ref source)
[[Commands#set|set]] (property value [type])
[[Commands#text|text]] (property line1 [... linen])
[[Commands#token|token]] (property string)
&lt;/pre&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>187</id>
      <timestamp>2012-05-23T13:41:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4718">== Assignment ==
&lt;div class=&quot;code_ref&quot;&gt;
[[Commands#add|add]] (property value [type])
[[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
[[Commands#bgcolor|bgcolor]] ([color])
[[Commands#fgcolor|fgcolor]] ([color])
[[Commands#memory|memory]] (slot [data])
[[Commands#mult|mult]] (property value [type])
[[Commands#quantity|quantity]] ([amount])
[[Commands#remember|remember]] (ref source)
[[Commands#set|set]] (property value [type])
[[Commands#text|text]] (property line1 [... linen])
[[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>188</id>
      <timestamp>2012-05-23T13:44:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4714">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#add|add]] (property value [type])
[[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
[[Commands#bgcolor|bgcolor]] ([color])
[[Commands#fgcolor|fgcolor]] ([color])
[[Commands#memory|memory]] (slot [data])
[[Commands#mult|mult]] (property value [type])
[[Commands#quantity|quantity]] ([amount])
[[Commands#remember|remember]] (ref source)
[[Commands#set|set]] (property value [type])
[[Commands#text|text]] (property line1 [... linen])
[[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>189</id>
      <timestamp>2012-05-23T13:44:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4736">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#add|add]] (property value [type])
* [[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands#bgcolor|bgcolor]] ([color])
* [[Commands#fgcolor|fgcolor]] ([color])
* [[Commands#memory|memory]] (slot [data])
* [[Commands#mult|mult]] (property value [type])
* [[Commands#quantity|quantity]] ([amount])
* [[Commands#remember|remember]] (ref source)
* [[Commands#set|set]] (property value [type])
* [[Commands#text|text]] (property line1 [... linen])
* [[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>190</id>
      <timestamp>2012-05-23T13:47:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4733">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#add|add]] (property value [type])
* [[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands#bgcolor|bgcolor]] ([color])
* [[Commands#fgcolor|fgcolor]] ([color])
*[[Commands#memory|memory]] (slot [data])
*[[Commands#mult|mult]] (property value [type])
*[[Commands#quantity|quantity]] ([amount])
* [[Commands#remember|remember]] (ref source)
* [[Commands#set|set]] (property value [type])
* [[Commands#text|text]] (property line1 [... linen])
* [[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#.|.]] (command1 [... commandn])
[[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
[[Commands#command|command]] (command [arg1 [... argn]])
[[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
[[Commands#effect|effect]] (resource priority objects [args])
[[Commands#for_each|for_each]] (read-from memory-to command)
[[Commands#if|if]] (condition then [else])
[[Commands#on_stop|on_stop]] (resource)
[[Commands#return|return]] (value)
[[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#active|active]] (resource)
[[Commands#ally|ally]] (person)
[[Commands#arg|arg]] ([index])
[[Commands#can_put|can_put]] (x y [map])
[[Commands#capitalize|capitalize]] (string)
[[Commands#day|day]] ()
[[Commands#daytime|daytime]] ()
[[Commands#distance|distance]] (obj1 obj2)
[[Commands#enemy|enemy]] (person)
[[Commands#ftos|ftos]] (float)
[[Commands#fuzz|fuzz]] (value %fuzz)
[[Commands#hour|hour]] ()
[[Commands#id|id]] ([object [args]])
[[Commands#internal|internal]] (variable)
[[Commands#location|location]] (map [x y])
[[Commands#name|name]] ()
[[Commands#priority|priority]] ()
[[Commands#random|random]] (min max)
[[Commands#read|read]] (property [object])
[[Commands#read_hr|read_hr]] (property [object [decimals]])
[[Commands#rounds|rounds]] (rounds)
[[Commands#search|search]] (object [args])
[[Commands#server|server]] (variable)
[[Commands#stat|stat]] (hp | mp | sta)
[[Commands#stof|stof]] (stat)
[[Commands#substr|substr]] (string search)
[[Commands#weapon|weapon]] (class [level])
[[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#action|action]] (action [person1 [person2]])
[[Commands#assist|assist]] (target)
[[Commands#echo_once|echo_once]] (text)
[[Commands#equip|equip]] (object)
[[Commands#fight|fight]] (target)
[[Commands#group|group]] (leader)
[[Commands#heal|heal]] (amount)
[[Commands#home|home]] ([x y [map]])
[[Commands#home_once|home_once]] ([x y [map]])
[[Commands#idle idle]] ()
[[Commands#learn|learn]] (class time)
[[Commands#lock|lock]] ()
[[Commands#menu_new|menu_new]] ()
[[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
[[Commands#menu_run|menu_run]] (resource)
[[Commands#message|message]] (message [person])
[[Commands#off|off]] ([resource])
[[Commands#on|on]] (resource [priority])
[[Commands#remove|remove]] ()
[[Commands#restore|restore]] ([%health])
[[Commands#say|say]] (text1 [... textn])
[[Commands#spawn|spawn]] (object [x y [map]])
[[Commands#stop|stop]] (resource)
[[Commands#stun|stun]] (stamina)
[[Commands#teleport|teleport]] (x y [map])
[[Commands#wander|wander]] ()
[[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#==|==]] (left right)
[[Commands#!=|!=]] (left right)
[[Commands#&gt;|&gt;]] (left right)
[[Commands#&lt;|&lt;]] (left right)
[[Commands#&gt;=|&gt;=]] (left right)
[[Commands#&lt;=|&lt;=]] (left right)
[[Commands#!|!]] (value)
[[Commands#+|+]] (val1 val2 [... argn])
[[Commands#-|-]] (val1 val2 [... argn])
[[Commands#*|*]] (val1 val2 [... argn])
[[Commands#/|/]] (val1 val2 [... argn])
[[Commands#%|%]] (val1 val2 [... argn])
[[Commands#**|**]] (base exponent1 [... exponentn])
[[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
[[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
[[Commands#echo|echo]] (text)
[[Commands#echo_resources|echo_resources]] ()
[[Commands#light|light]] (radius [intensity])
[[Commands#map|map]] (center-marker center-tile line1 [... linen])
[[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
[[Commands#regions|regions]] (center-marker center-region line1 [... linen])
[[Commands#respawn|respawn]] (object [x y [group]])
[[Commands#skill|skill]] (resource [condition])
[[Commands#spell|spell]] (resource [condition])
[[Commands#terrain|terrain]] (width height seed density min max forests %forest)
[[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
[[Commands#update|update]] (effect)
[[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>191</id>
      <timestamp>2012-05-23T13:48:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4922">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#add|add]] (property value [type])
* [[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands#bgcolor|bgcolor]] ([color])
* [[Commands#fgcolor|fgcolor]] ([color])
* [[Commands#memory|memory]] (slot [data])
* [[Commands#mult|mult]] (property value [type])
* [[Commands#quantity|quantity]] ([amount])
* [[Commands#remember|remember]] (ref source)
* [[Commands#set|set]] (property value [type])
* [[Commands#text|text]] (property line1 [... linen])
* [[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#.|.]] (command1 [... commandn])
* [[Commands#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands#command|command]] (command [arg1 [... argn]])
* [[Commands#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands#effect|effect]] (resource priority objects [args])
* [[Commands#for_each|for_each]] (read-from memory-to command)
* [[Commands#if|if]] (condition then [else])
* [[Commands#on_stop|on_stop]] (resource)
* [[Commands#return|return]] (value)
* [[Commands#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#active|active]] (resource)
* [[Commands#ally|ally]] (person)
* [[Commands#arg|arg]] ([index])
* [[Commands#can_put|can_put]] (x y [map])
* [[Commands#capitalize|capitalize]] (string)
* [[Commands#day|day]] ()
* [[Commands#daytime|daytime]] ()
* [[Commands#distance|distance]] (obj1 obj2)
* [[Commands#enemy|enemy]] (person)
* [[Commands#ftos|ftos]] (float)
* [[Commands#fuzz|fuzz]] (value %fuzz)
* [[Commands#hour|hour]] ()
* [[Commands#id|id]] ([object [args]])
* [[Commands#internal|internal]] (variable)
* [[Commands#location|location]] (map [x y])
* [[Commands#name|name]] ()
* [[Commands#priority|priority]] ()
* [[Commands#random|random]] (min max)
* [[Commands#read|read]] (property [object])
* [[Commands#read_hr|read_hr]] (property [object [decimals]])
* [[Commands#rounds|rounds]] (rounds)
* [[Commands#search|search]] (object [args])
* [[Commands#server|server]] (variable)
* [[Commands#stat|stat]] (hp | mp | sta)
* [[Commands#stof|stof]] (stat)
* [[Commands#substr|substr]] (string search)
* [[Commands#weapon|weapon]] (class [level])
* [[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#action|action]] (action [person1 [person2]])
* [[Commands#assist|assist]] (target)
* [[Commands#echo_once|echo_once]] (text)
* [[Commands#equip|equip]] (object)
* [[Commands#fight|fight]] (target)
* [[Commands#group|group]] (leader)
* [[Commands#heal|heal]] (amount)
* [[Commands#home|home]] ([x y [map]])
* [[Commands#home_once|home_once]] ([x y [map]])
* [[Commands#idle idle]] ()
* [[Commands#learn|learn]] (class time)
* [[Commands#lock|lock]] ()
* [[Commands#menu_new|menu_new]] ()
* [[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands#menu_run|menu_run]] (resource)
* [[Commands#message|message]] (message [person])
* [[Commands#off|off]] ([resource])
* [[Commands#on|on]] (resource [priority])
* [[Commands#remove|remove]] ()
* [[Commands#restore|restore]] ([%health])
* [[Commands#say|say]] (text1 [... textn])
* [[Commands#spawn|spawn]] (object [x y [map]])
* [[Commands#stop|stop]] (resource)
* [[Commands#stun|stun]] (stamina)
* [[Commands#teleport|teleport]] (x y [map])
* [[Commands#wander|wander]] ()
* [[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#==|==]] (left right)
* [[Commands#!=|!=]] (left right)
* [[Commands#&gt;|&gt;]] (left right)
* [[Commands#&lt;|&lt;]] (left right)
* [[Commands#&gt;=|&gt;=]] (left right)
* [[Commands#&lt;=|&lt;=]] (left right)
* [[Commands#!|!]] (value)
* [[Commands#+|+]] (val1 val2 [... argn])
* [[Commands#-|-]] (val1 val2 [... argn])
* [[Commands#*|*]] (val1 val2 [... argn])
* [[Commands#/|/]] (val1 val2 [... argn])
* [[Commands#%|%]] (val1 val2 [... argn])
* [[Commands#**|**]] (base exponent1 [... exponentn])
* [[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#echo|echo]] (text)
* [[Commands#echo_resources|echo_resources]] ()
* [[Commands#light|light]] (radius [intensity])
* [[Commands#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands#respawn|respawn]] (object [x y [group]])
* [[Commands#skill|skill]] (resource [condition])
* [[Commands#spell|spell]] (resource [condition])
* [[Commands#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands#update|update]] (effect)
* [[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>209</id>
      <timestamp>2012-05-25T14:32:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5032">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#add|add]] (property value [type])
* [[Commands#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands#bgcolor|bgcolor]] ([color])
* [[Commands#fgcolor|fgcolor]] ([color])
* [[Commands#memory|memory]] (slot [data])
* [[Commands#mult|mult]] (property value [type])
* [[Commands#quantity|quantity]] ([amount])
* [[Commands#remember|remember]] (ref source)
* [[Commands#set|set]] (property value [type])
* [[Commands#text|text]] (property line1 [... linen])
* [[Commands#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#active|active]] (resource)
* [[Commands#ally|ally]] (person)
* [[Commands#arg|arg]] ([index])
* [[Commands#can_put|can_put]] (x y [map])
* [[Commands#capitalize|capitalize]] (string)
* [[Commands#day|day]] ()
* [[Commands#daytime|daytime]] ()
* [[Commands#distance|distance]] (obj1 obj2)
* [[Commands#enemy|enemy]] (person)
* [[Commands#ftos|ftos]] (float)
* [[Commands#fuzz|fuzz]] (value %fuzz)
* [[Commands#hour|hour]] ()
* [[Commands#id|id]] ([object [args]])
* [[Commands#internal|internal]] (variable)
* [[Commands#location|location]] (map [x y])
* [[Commands#name|name]] ()
* [[Commands#priority|priority]] ()
* [[Commands#random|random]] (min max)
* [[Commands#read|read]] (property [object])
* [[Commands#read_hr|read_hr]] (property [object [decimals]])
* [[Commands#rounds|rounds]] (rounds)
* [[Commands#search|search]] (object [args])
* [[Commands#server|server]] (variable)
* [[Commands#stat|stat]] (hp | mp | sta)
* [[Commands#stof|stof]] (stat)
* [[Commands#substr|substr]] (string search)
* [[Commands#weapon|weapon]] (class [level])
* [[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#action|action]] (action [person1 [person2]])
* [[Commands#assist|assist]] (target)
* [[Commands#echo_once|echo_once]] (text)
* [[Commands#equip|equip]] (object)
* [[Commands#fight|fight]] (target)
* [[Commands#group|group]] (leader)
* [[Commands#heal|heal]] (amount)
* [[Commands#home|home]] ([x y [map]])
* [[Commands#home_once|home_once]] ([x y [map]])
* [[Commands#idle idle]] ()
* [[Commands#learn|learn]] (class time)
* [[Commands#lock|lock]] ()
* [[Commands#menu_new|menu_new]] ()
* [[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands#menu_run|menu_run]] (resource)
* [[Commands#message|message]] (message [person])
* [[Commands#off|off]] ([resource])
* [[Commands#on|on]] (resource [priority])
* [[Commands#remove|remove]] ()
* [[Commands#restore|restore]] ([%health])
* [[Commands#say|say]] (text1 [... textn])
* [[Commands#spawn|spawn]] (object [x y [map]])
* [[Commands#stop|stop]] (resource)
* [[Commands#stun|stun]] (stamina)
* [[Commands#teleport|teleport]] (x y [map])
* [[Commands#wander|wander]] ()
* [[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#==|==]] (left right)
* [[Commands#!=|!=]] (left right)
* [[Commands#&gt;|&gt;]] (left right)
* [[Commands#&lt;|&lt;]] (left right)
* [[Commands#&gt;=|&gt;=]] (left right)
* [[Commands#&lt;=|&lt;=]] (left right)
* [[Commands#!|!]] (value)
* [[Commands#+|+]] (val1 val2 [... argn])
* [[Commands#-|-]] (val1 val2 [... argn])
* [[Commands#*|*]] (val1 val2 [... argn])
* [[Commands#/|/]] (val1 val2 [... argn])
* [[Commands#%|%]] (val1 val2 [... argn])
* [[Commands#**|**]] (base exponent1 [... exponentn])
* [[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#echo|echo]] (text)
* [[Commands#echo_resources|echo_resources]] ()
* [[Commands#light|light]] (radius [intensity])
* [[Commands#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands#respawn|respawn]] (object [x y [group]])
* [[Commands#skill|skill]] (resource [condition])
* [[Commands#spell|spell]] (resource [condition])
* [[Commands#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands#update|update]] (effect)
* [[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>228</id>
      <timestamp>2012-05-25T15:02:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5164">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#active|active]] (resource)
* [[Commands#ally|ally]] (person)
* [[Commands#arg|arg]] ([index])
* [[Commands#can_put|can_put]] (x y [map])
* [[Commands#capitalize|capitalize]] (string)
* [[Commands#day|day]] ()
* [[Commands#daytime|daytime]] ()
* [[Commands#distance|distance]] (obj1 obj2)
* [[Commands#enemy|enemy]] (person)
* [[Commands#ftos|ftos]] (float)
* [[Commands#fuzz|fuzz]] (value %fuzz)
* [[Commands#hour|hour]] ()
* [[Commands#id|id]] ([object [args]])
* [[Commands#internal|internal]] (variable)
* [[Commands#location|location]] (map [x y])
* [[Commands#name|name]] ()
* [[Commands#priority|priority]] ()
* [[Commands#random|random]] (min max)
* [[Commands#read|read]] (property [object])
* [[Commands#read_hr|read_hr]] (property [object [decimals]])
* [[Commands#rounds|rounds]] (rounds)
* [[Commands#search|search]] (object [args])
* [[Commands#server|server]] (variable)
* [[Commands#stat|stat]] (hp | mp | sta)
* [[Commands#stof|stof]] (stat)
* [[Commands#substr|substr]] (string search)
* [[Commands#weapon|weapon]] (class [level])
* [[Commands#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#action|action]] (action [person1 [person2]])
* [[Commands#assist|assist]] (target)
* [[Commands#echo_once|echo_once]] (text)
* [[Commands#equip|equip]] (object)
* [[Commands#fight|fight]] (target)
* [[Commands#group|group]] (leader)
* [[Commands#heal|heal]] (amount)
* [[Commands#home|home]] ([x y [map]])
* [[Commands#home_once|home_once]] ([x y [map]])
* [[Commands#idle idle]] ()
* [[Commands#learn|learn]] (class time)
* [[Commands#lock|lock]] ()
* [[Commands#menu_new|menu_new]] ()
* [[Commands#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands#menu_run|menu_run]] (resource)
* [[Commands#message|message]] (message [person])
* [[Commands#off|off]] ([resource])
* [[Commands#on|on]] (resource [priority])
* [[Commands#remove|remove]] ()
* [[Commands#restore|restore]] ([%health])
* [[Commands#say|say]] (text1 [... textn])
* [[Commands#spawn|spawn]] (object [x y [map]])
* [[Commands#stop|stop]] (resource)
* [[Commands#stun|stun]] (stamina)
* [[Commands#teleport|teleport]] (x y [map])
* [[Commands#wander|wander]] ()
* [[Commands#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#==|==]] (left right)
* [[Commands#!=|!=]] (left right)
* [[Commands#&gt;|&gt;]] (left right)
* [[Commands#&lt;|&lt;]] (left right)
* [[Commands#&gt;=|&gt;=]] (left right)
* [[Commands#&lt;=|&lt;=]] (left right)
* [[Commands#!|!]] (value)
* [[Commands#+|+]] (val1 val2 [... argn])
* [[Commands#-|-]] (val1 val2 [... argn])
* [[Commands#*|*]] (val1 val2 [... argn])
* [[Commands#/|/]] (val1 val2 [... argn])
* [[Commands#%|%]] (val1 val2 [... argn])
* [[Commands#**|**]] (base exponent1 [... exponentn])
* [[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#echo|echo]] (text)
* [[Commands#echo_resources|echo_resources]] ()
* [[Commands#light|light]] (radius [intensity])
* [[Commands#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands#respawn|respawn]] (object [x y [group]])
* [[Commands#skill|skill]] (resource [condition])
* [[Commands#spell|spell]] (resource [condition])
* [[Commands#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands#update|update]] (effect)
* [[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>231</id>
      <timestamp>2012-05-27T11:37:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5690">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#==|==]] (left right)
* [[Commands#!=|!=]] (left right)
* [[Commands#&gt;|&gt;]] (left right)
* [[Commands#&lt;|&lt;]] (left right)
* [[Commands#&gt;=|&gt;=]] (left right)
* [[Commands#&lt;=|&lt;=]] (left right)
* [[Commands#!|!]] (value)
* [[Commands#+|+]] (val1 val2 [... argn])
* [[Commands#-|-]] (val1 val2 [... argn])
* [[Commands#*|*]] (val1 val2 [... argn])
* [[Commands#/|/]] (val1 val2 [... argn])
* [[Commands#%|%]] (val1 val2 [... argn])
* [[Commands#**|**]] (base exponent1 [... exponentn])
* [[Commands#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands#echo|echo]] (text)
* [[Commands#echo_resources|echo_resources]] ()
* [[Commands#light|light]] (radius [intensity])
* [[Commands#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands#respawn|respawn]] (object [x y [group]])
* [[Commands#skill|skill]] (resource [condition])
* [[Commands#spell|spell]] (resource [condition])
* [[Commands#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands#update|update]] (effect)
* [[Commands#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>232</id>
      <timestamp>2012-05-27T11:39:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6050">== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Operators#==|==]] (left right)
* [[Commands:_Operators#!=|!=]] (left right)
* [[Commands:_Operators#&gt;|&gt;]] (left right)
* [[Commands:_Operators#&lt;|&lt;]] (left right)
* [[Commands:_Operators#&gt;=|&gt;=]] (left right)
* [[Commands:_Operators#&lt;=|&lt;=]] (left right)
* [[Commands:_Operators#!|!]] (value)
* [[Commands:_Operators#+|+]] (val1 val2 [... argn])
* [[Commands:_Operators#-|-]] (val1 val2 [... argn])
* [[Commands:_Operators#*|*]] (val1 val2 [... argn])
* [[Commands:_Operators#/|/]] (val1 val2 [... argn])
* [[Commands:_Operators#%|%]] (val1 val2 [... argn])
* [[Commands:_Operators#**|**]] (base exponent1 [... exponentn])
* [[Commands:_Operators#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands:_Operators#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Uncategorized#echo|echo]] (text)
* [[Commands:_Uncategorized#echo_resources|echo_resources]] ()
* [[Commands:_Uncategorized#light|light]] (radius [intensity])
* [[Commands:_Uncategorized#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands:_Uncategorized#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands:_Uncategorized#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands:_Uncategorized#respawn|respawn]] (object [x y [group]])
* [[Commands:_Uncategorized#skill|skill]] (resource [condition])
* [[Commands:_Uncategorized#spell|spell]] (resource [condition])
* [[Commands:_Uncategorized#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands:_Uncategorized#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands:_Uncategorized#update|update]] (effect)
* [[Commands:_Uncategorized#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>389</id>
      <timestamp>2012-07-15T21:14:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6380">&lt;p&gt;The information in this command reference is for aspiring editors in the &lt;i&gt;Harmonious&lt;/i&gt; scripting language.  If a command isn't working as expected, its description is weak, or the example doesn't compile properly, please let the staff know.  &lt;font color=&quot;ff3333&quot;&gt;Descriptions and examples are not yet complete.&lt;/font&gt;&lt;/p&gt;

== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Operators#==|==]] (left right)
* [[Commands:_Operators#!=|!=]] (left right)
* [[Commands:_Operators#&gt;|&gt;]] (left right)
* [[Commands:_Operators#&lt;|&lt;]] (left right)
* [[Commands:_Operators#&gt;=|&gt;=]] (left right)
* [[Commands:_Operators#&lt;=|&lt;=]] (left right)
* [[Commands:_Operators#!|!]] (value)
* [[Commands:_Operators#+|+]] (val1 val2 [... argn])
* [[Commands:_Operators#-|-]] (val1 val2 [... argn])
* [[Commands:_Operators#*|*]] (val1 val2 [... argn])
* [[Commands:_Operators#/|/]] (val1 val2 [... argn])
* [[Commands:_Operators#%|%]] (val1 val2 [... argn])
* [[Commands:_Operators#**|**]] (base exponent1 [... exponentn])
* [[Commands:_Operators#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands:_Operators#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Uncategorized#echo|echo]] (text)
* [[Commands:_Uncategorized#echo_resources|echo_resources]] ()
* [[Commands:_Uncategorized#light|light]] (radius [intensity])
* [[Commands:_Uncategorized#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands:_Uncategorized#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands:_Uncategorized#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands:_Uncategorized#respawn|respawn]] (object [x y [group]])
* [[Commands:_Uncategorized#skill|skill]] (resource [condition])
* [[Commands:_Uncategorized#spell|spell]] (resource [condition])
* [[Commands:_Uncategorized#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands:_Uncategorized#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands:_Uncategorized#update|update]] (effect)
* [[Commands:_Uncategorized#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>390</id>
      <timestamp>2012-07-15T21:15:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6485">&lt;p&gt;The information in this command reference is for aspiring editors in the &lt;i&gt;Harmonious&lt;/i&gt; scripting language.  If a command isn't working as expected, its description is weak, or the example doesn't compile properly, please let the staff know.  &lt;font color=&quot;ff3333&quot;&gt;Descriptions and examples are not yet complete.  As development progresses, new commands are constantly being added, so this list may not be up to date.&lt;/font&gt;&lt;/p&gt;

== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Operators#==|==]] (left right)
* [[Commands:_Operators#!=|!=]] (left right)
* [[Commands:_Operators#&gt;|&gt;]] (left right)
* [[Commands:_Operators#&lt;|&lt;]] (left right)
* [[Commands:_Operators#&gt;=|&gt;=]] (left right)
* [[Commands:_Operators#&lt;=|&lt;=]] (left right)
* [[Commands:_Operators#!|!]] (value)
* [[Commands:_Operators#+|+]] (val1 val2 [... argn])
* [[Commands:_Operators#-|-]] (val1 val2 [... argn])
* [[Commands:_Operators#*|*]] (val1 val2 [... argn])
* [[Commands:_Operators#/|/]] (val1 val2 [... argn])
* [[Commands:_Operators#%|%]] (val1 val2 [... argn])
* [[Commands:_Operators#**|**]] (base exponent1 [... exponentn])
* [[Commands:_Operators#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands:_Operators#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Uncategorized#echo|echo]] (text)
* [[Commands:_Uncategorized#echo_resources|echo_resources]] ()
* [[Commands:_Uncategorized#light|light]] (radius [intensity])
* [[Commands:_Uncategorized#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands:_Uncategorized#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands:_Uncategorized#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands:_Uncategorized#respawn|respawn]] (object [x y [group]])
* [[Commands:_Uncategorized#skill|skill]] (resource [condition])
* [[Commands:_Uncategorized#spell|spell]] (resource [condition])
* [[Commands:_Uncategorized#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands:_Uncategorized#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands:_Uncategorized#update|update]] (effect)
* [[Commands:_Uncategorized#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>646</id>
      <timestamp>2012-08-13T03:56:19Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="6609">''If you are looking for user commands, such as movement, chatting, etc., please refer to the [[User Commands]] article.''

&lt;p&gt;The information in this command reference is for aspiring editors in the &lt;i&gt;Harmonious&lt;/i&gt; scripting language.  If a command isn't working as expected, its description is weak, or the example doesn't compile properly, please let the staff know.  &lt;font color=&quot;ff3333&quot;&gt;Descriptions and examples are not yet complete.  As development progresses, new commands are constantly being added, so this list may not be up to date.&lt;/font&gt;&lt;/p&gt;

== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Operators#==|==]] (left right)
* [[Commands:_Operators#!=|!=]] (left right)
* [[Commands:_Operators#&gt;|&gt;]] (left right)
* [[Commands:_Operators#&lt;|&lt;]] (left right)
* [[Commands:_Operators#&gt;=|&gt;=]] (left right)
* [[Commands:_Operators#&lt;=|&lt;=]] (left right)
* [[Commands:_Operators#!|!]] (value)
* [[Commands:_Operators#+|+]] (val1 val2 [... argn])
* [[Commands:_Operators#-|-]] (val1 val2 [... argn])
* [[Commands:_Operators#*|*]] (val1 val2 [... argn])
* [[Commands:_Operators#/|/]] (val1 val2 [... argn])
* [[Commands:_Operators#%|%]] (val1 val2 [... argn])
* [[Commands:_Operators#**|**]] (base exponent1 [... exponentn])
* [[Commands:_Operators#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands:_Operators#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Uncategorized#echo|echo]] (text)
* [[Commands:_Uncategorized#echo_resources|echo_resources]] ()
* [[Commands:_Uncategorized#light|light]] (radius [intensity])
* [[Commands:_Uncategorized#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands:_Uncategorized#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands:_Uncategorized#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands:_Uncategorized#respawn|respawn]] (object [x y [group]])
* [[Commands:_Uncategorized#skill|skill]] (resource [condition])
* [[Commands:_Uncategorized#spell|spell]] (resource [condition])
* [[Commands:_Uncategorized#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands:_Uncategorized#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands:_Uncategorized#update|update]] (effect)
* [[Commands:_Uncategorized#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>711</id>
      <timestamp>2012-08-15T11:50:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6616">''If you are looking for user commands, such as movement, chatting, etc., please refer to the [[User Commands]] article.''

&lt;p&gt;The information in this command reference is for aspiring editors in the &lt;i&gt;Harmonious&lt;/i&gt; scripting language.  If a command isn't working as expected, its description is weak, or the example doesn't compile properly, please let the staff know.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;ff3333&quot;&gt;Descriptions and examples are not yet complete.  As development progresses, new commands are constantly being added, so this list may not be up to date.&lt;/font&gt;&lt;/p&gt;

== Assignment ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Assignment#add|add]] (property value [type])
* [[Commands:_Assignment#balance|balance]] (property1 weight1 [... propertyn weightn])
* [[Commands:_Assignment#bgcolor|bgcolor]] ([color])
* [[Commands:_Assignment#fgcolor|fgcolor]] ([color])
* [[Commands:_Assignment#memory|memory]] (slot [data])
* [[Commands:_Assignment#mult|mult]] (property value [type])
* [[Commands:_Assignment#quantity|quantity]] ([amount])
* [[Commands:_Assignment#remember|remember]] (ref source)
* [[Commands:_Assignment#set|set]] (property value [type])
* [[Commands:_Assignment#text|text]] (property line1 [... linen])
* [[Commands:_Assignment#token|token]] (property string)
&lt;/div&gt;

== Code Flow ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Code_Flow#.|.]] (command1 [... commandn])
* [[Commands:_Code_Flow#case|case]] (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
* [[Commands:_Code_Flow#command|command]] (command [arg1 [... argn]])
* [[Commands:_Code_Flow#cond|cond]] (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
* [[Commands:_Code_Flow#effect|effect]] (resource priority objects [args])
* [[Commands:_Code_Flow#for_each|for_each]] (read-from memory-to command)
* [[Commands:_Code_Flow#if|if]] (condition then [else])
* [[Commands:_Code_Flow#on_stop|on_stop]] (resource)
* [[Commands:_Code_Flow#return|return]] (value)
* [[Commands:_Code_Flow#timer|timer]] (resource priority duration objects [args])
&lt;/div&gt;

== Information ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Information#active|active]] (resource)
* [[Commands:_Information#ally|ally]] (person)
* [[Commands:_Information#arg|arg]] ([index])
* [[Commands:_Information#can_put|can_put]] (x y [map])
* [[Commands:_Information#capitalize|capitalize]] (string)
* [[Commands:_Information#day|day]] ()
* [[Commands:_Information#daytime|daytime]] ()
* [[Commands:_Information#distance|distance]] (obj1 obj2)
* [[Commands:_Information#enemy|enemy]] (person)
* [[Commands:_Information#ftos|ftos]] (float)
* [[Commands:_Information#fuzz|fuzz]] (value %fuzz)
* [[Commands:_Information#hour|hour]] ()
* [[Commands:_Information#id|id]] ([object [args]])
* [[Commands:_Information#internal|internal]] (variable)
* [[Commands:_Information#location|location]] (map [x y])
* [[Commands:_Information#name|name]] ()
* [[Commands:_Information#priority|priority]] ()
* [[Commands:_Information#random|random]] (min max)
* [[Commands:_Information#read|read]] (property [object])
* [[Commands:_Information#read_hr|read_hr]] (property [object [decimals]])
* [[Commands:_Information#rounds|rounds]] (rounds)
* [[Commands:_Information#search|search]] (object [args])
* [[Commands:_Information#server|server]] (variable)
* [[Commands:_Information#stat|stat]] (hp | mp | sta)
* [[Commands:_Information#stof|stof]] (stat)
* [[Commands:_Information#substr|substr]] (string search)
* [[Commands:_Information#weapon|weapon]] (class [level])
* [[Commands:_Information#wlevel|wlevel]] ([class])
&lt;/div&gt;

== Once-Only ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Once#action|action]] (action [person1 [person2]])
* [[Commands:_Once#assist|assist]] (target)
* [[Commands:_Once#echo_once|echo_once]] (text)
* [[Commands:_Once#equip|equip]] (object)
* [[Commands:_Once#fight|fight]] (target)
* [[Commands:_Once#group|group]] (leader)
* [[Commands:_Once#heal|heal]] (amount)
* [[Commands:_Once#home|home]] ([x y [map]])
* [[Commands:_Once#home_once|home_once]] ([x y [map]])
* [[Commands:_Once#idle idle]] ()
* [[Commands:_Once#learn|learn]] (class time)
* [[Commands:_Once#lock|lock]] ()
* [[Commands:_Once#menu_new|menu_new]] ()
* [[Commands:_Once#menu_item|menu_item]] (text [type [hotkey [id]]])
* [[Commands:_Once#menu_run|menu_run]] (resource)
* [[Commands:_Once#message|message]] (message [person])
* [[Commands:_Once#off|off]] ([resource])
* [[Commands:_Once#on|on]] (resource [priority])
* [[Commands:_Once#remove|remove]] ()
* [[Commands:_Once#restore|restore]] ([%health])
* [[Commands:_Once#say|say]] (text1 [... textn])
* [[Commands:_Once#spawn|spawn]] (object [x y [map]])
* [[Commands:_Once#stop|stop]] (resource)
* [[Commands:_Once#stun|stun]] (stamina)
* [[Commands:_Once#teleport|teleport]] (x y [map])
* [[Commands:_Once#wander|wander]] ()
* [[Commands:_Once#watch|watch]] ([stat display type])
&lt;/div&gt;

== Operators / Arithmetic ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Operators#==|==]] (left right)
* [[Commands:_Operators#!=|!=]] (left right)
* [[Commands:_Operators#&gt;|&gt;]] (left right)
* [[Commands:_Operators#&lt;|&lt;]] (left right)
* [[Commands:_Operators#&gt;=|&gt;=]] (left right)
* [[Commands:_Operators#&lt;=|&lt;=]] (left right)
* [[Commands:_Operators#!|!]] (value)
* [[Commands:_Operators#+|+]] (val1 val2 [... argn])
* [[Commands:_Operators#-|-]] (val1 val2 [... argn])
* [[Commands:_Operators#*|*]] (val1 val2 [... argn])
* [[Commands:_Operators#/|/]] (val1 val2 [... argn])
* [[Commands:_Operators#%|%]] (val1 val2 [... argn])
* [[Commands:_Operators#**|**]] (base exponent1 [... exponentn])
* [[Commands:_Operators#&amp;&amp;|&amp;&amp;]] (val1 val2 [... argn])
* [[Commands:_Operators#or|||]] (val1 val2 [... argn])
&lt;/div&gt;

== Uncategorized ==
&lt;div class=&quot;code&quot;&gt;
* [[Commands:_Uncategorized#echo|echo]] (text)
* [[Commands:_Uncategorized#echo_resources|echo_resources]] ()
* [[Commands:_Uncategorized#light|light]] (radius [intensity])
* [[Commands:_Uncategorized#map|map]] (center-marker center-tile line1 [... linen])
* [[Commands:_Uncategorized#portal|portal]] (area [arg1 ... argn] x y [map [char]])
* [[Commands:_Uncategorized#regions|regions]] (center-marker center-region line1 [... linen])
* [[Commands:_Uncategorized#respawn|respawn]] (object [x y [group]])
* [[Commands:_Uncategorized#skill|skill]] (resource [condition])
* [[Commands:_Uncategorized#spell|spell]] (resource [condition])
* [[Commands:_Uncategorized#terrain|terrain]] (width height seed density min max forests %forest)
* [[Commands:_Uncategorized#tile|tile]] (reference char color flight terrain outside [sight [obstruct-los]])
* [[Commands:_Uncategorized#update|update]] (effect)
* [[Commands:_Uncategorized#waypoint|waypoint]] (x y)
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Assignment</title>
    <ns>0</ns>
    <id>32</id>
      <sha1>mje1bf6mbxdfehdv6fsykjxara7sdsk</sha1>
    <revision>
      <id>219</id>
      <timestamp>2012-05-25T14:57:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;__NOTOC__ &lt;div class=&quot;code&quot;&gt; == add ==  (property value [type]) ''Description:'' Increase 'property' by a given value.  If provided, assign a type.  Can be used to append to s...&quot;</comment>
      <text xml:space="preserve" bytes="7385">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== add ==
 (property value [type])
''Description:''
Increase 'property' by a given value.  If provided, assign a type.  Can be used to append to strings.

''Returns:''
The new value of 'property'.

''Example:''
 # increase max HP and give our entity a fancy title.
 add (max_hp, 15.00)
 add (title, &quot;, but with more HP&quot;)

== balance ==
 (property1 weight1 [... propertyn weightn])
''Description:''
Adjusts properties proportionally to each other by their given weight.  The resulting property values will have the same value when MULTIPLIED together as before.  See examples for more explanation.

''Returns:''
Returns the geometric mean of all properties:
(property1 * property2 ... * propertyn) / total_properties

''Example:''
 # two equal stats.
 #   stat1 * stat2 = 1.00
 set (stat1, 1.00)
 set (stat2, 1.00)
 
 # balance stat1 and stat2 to a 2:3 ratio.
 # resulting stats:
 #    stat1 = 0.8165
 #    stat2 = 1.2248
 #    stat1 * stat2 = 1.00
 #    stat1 = (2/3) * stat2
 balance (stat1, 2, stat2, 3)
 
 # two unequal stats.
 #   stat1 * stat2 = 600.00
 set (stat1, 20.00)
 set (stat2, 30.00)
 
 # balance stat1 and stat2 in a 1:2 ratio.
 # resulting stats:
 #   stat1 = 14.1421
 #   stat1 = 42.4264
 #   stat1 * stat2 = 600.00
 balance (stat1, 1, stat2, 2)
 
 # give a massive bonus to str at the cost of other stats.
 balance (str, 10.0, def, 3.0, agi, 2.5, int, 3.5, res, 4.0)
 
 # grant this entity better forest movement at the cost of cave/rough movement.
 balance (move_forest, 10.00, move_cave, 6.00, move_rough, 7.00)

== bgcolor ==
 ([color])
''Description:''
Set or read the background component of property 'color'.

''Returns:''
The second character in the 'color' property.  For example, bgcolor() would return &quot;k&quot; if color=&quot;Yk&quot;.

''Example:''
 # let our player know how they appear to others.
 case (bgcolor (),
       'k', message (&quot;You're black!&quot;),
       'r', message (&quot;You're red!&quot;),
       'g', message (&quot;You're green!&quot;),
       'y', message (&quot;You're yellow!&quot;),
       'b', message (&quot;You're blue!&quot;),
       'm', message (&quot;You're magenta!&quot;),
       'c', message (&quot;You're cyan!&quot;),
       'w', message (&quot;You're white!&quot;))
 
 # now force our player to be cyan.
 bgcolor ('c')

== fgcolor ==
 ([color])
''Description:''
Set or read the foreground component of property 'color'.

''Returns:''
The first character in the 'color' property.  For example, fgcolor() would return &quot;Y&quot; if color=&quot;Yk&quot;.

''Example:''
 # change the color of our weapon depending on its class.
 case (read (class),
       'sword',  fgcolor ('w'), # swords are white.
       'rapier', fgcolor ('W'), # rapiers are bright white.
       'blade',  fgcolor ('K'), # blades are dark grey.
       'dagger', fgcolor ('y')) # daggers are brown.

== memory ==
 (slot [data])
''Description:''
Set or read internal memory slots used to pass information from in-game functions to scripts.  

During an attack, slots 0 and 1 are used to store damage to an opponent.  memory(0) is the damage value: 0, 1, 5, etc.  memory(1) is a descriptive value: &quot;no points&quot;, &quot;1 point&quot;, &quot;5 points&quot;, etc.  In this case, changing memory(0) will affect the resulting attack damage and change memory(1) accordingly.

Memory slots are also used in the action() command as well as for_each().

''Returns:''
The value or resulting value of the memory slot provided.

''Example:''
 # this is run during an attack.
 # if an entity is undead, double attack damage.
 set (old_damage, memory (0), float)
 if (read (undead),
     memory (0, * (read (old_damage), 1.50)))
 
== mult ==
 (property value [type])
''Description:''
Multiply 'property' by a given value.  If provided, assign a type.

''Returns:''
The new value of 'property'.

''Example:''
 # this skill will double our movement speed, but lower our Grd by 50%.
 mult (move, 2.00)
 mult (grd, 0.50)

== quantity ==
 ([amount])
''Description:''
Sets or reads the quantity of an object used for currency.

''Returns:''
If 'amount' is provided, quantity() returns the new amount.  If not, quantity() returns the current amount.

''Example:''
 # define a heaping pile of gold for inside a chest.
 [item_treasure_cove_gold]
    item_gold ()
    quantity (50000) # that's a lotta cash!!

== remember ==
 (ref source)
''Description:''
Define an object reference to be used for searches.  This is useful for remembering an attacker 10 minutes after the fact.

''Returns:''
The ID of the object found or 0 if nothing found.

''Example:''
 # we have a fun ability to light a player on fire 10 minutes after they hit us.
 [condition_delayed_arsen]
    remember (arsen_target, attacker)
 
    # 600.00 seconds = 10 minutes.
    timer (condition_delayed_arsen_wait,
           30, 600.00, self)
 
 # this timer will turn off in 10 minutes.  run 'condition_delayed_arsen_go'.
 [condition_delayed_arsen_wait]
    on_stop (condition_delayed_arsen_go)
  
 # this is run on ourselves 10 minutes after we're hit.
 [condition_delayed_arsen_go]
    # sweet vengence! (for 15 seconds)
    timer (condition_on_fire, 30, 15.00, arsen_target) 

== set ==
 (property value [type])
''Description:''
Set 'property' to a given value.  If provided, assign a type of 'int', 'float', or 'string'.  Otherwise, guess the type based on some clues:

-15   : Only digits.  Must be int.
-15.1 : Only digits with a decimal point.  Must be float.
-15a  : Has characters other than 0 through 9, '-', or '.'.  Must be string.

It is wise to privide a type if reading from an unknown value.

''Returns:''
The new value of 'property'.

''Example:''
 # set some basic info for our new entity.
 set (title, &quot;a big, scary monster&quot;)
 set (aggressive, 1)
 
 # set our level to a random number between 3 and 6.
 # assign type 'float' so it doesn't turn into an 'int'.
 set (level, random (3.00, 6.00), float)

== text ==
 (property line1 [... linen])
''Description:''
Set 'property' to a block of text with multiple lines.  Newlines (\n) are provided at the end of each line given, unless a backslash (\) is provided at the end.

''Returns:''
The new value of 'property'.

''Example:''
 # the resulting text:
 # -------------------
 # On the far north side of the room is a door where one would not expect a door to be.  Typically, doors lead from one room to another, but this door is situated in the middle of the floor, leading from the northern side to the more-northern side.
 # Considering how impractical this location is, one could assume there is more to this door than what would seem.
 text (long_desc,
    &quot;On the far north side of the room is a door where \&quot;
    &quot;one would not expect a door to be.  Typically, doors \&quot;
    &quot;lead from one room to another, but this door is \&quot;
    &quot;situated in the middle of the floor, leading from the \&quot;
    &quot;northern side to the more-northern side.&quot;
    &quot;Considering how impractical this location is, one could \&quot;
    &quot;assume there is more to this door than what would seem.&quot;)

== token ==
 (property string)
''Description:''
Appends 'string' to 'property' with whitespace if necessary.  No whitespace is added if 'property' is empty or whitespace is already provided.

''Returns:''
The new value of 'property'.

''Example:''
 # build the following string: &quot;one two three&quot;.
 token (new_string, &quot;one&quot;)
 token (new_string, &quot;two&quot;)
 token (new_string, &quot;three&quot;)
 
 # String is: &quot;one two three&quot;.
 message (+ ('String is: &quot;', read (new_string), '&quot;.'))
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Code Flow</title>
    <ns>0</ns>
    <id>30</id>
      <sha1>tsnnm6kokf7d0kpgpcb43t1zv5qf9hm</sha1>
    <revision>
      <id>181</id>
      <timestamp>2012-05-23T13:23:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== . (command1 [... commandn]) == *Description*: Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.  *Returns*: Nothing.  *Example...&quot;</comment>
      <text xml:space="preserve" bytes="5065">== . (command1 [... commandn]) ==
*Description*:
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

*Returns*:
Nothing.

*Example*:
if (== (read (class), &quot;Magician&quot;),
    . (spell (spell_blaze_1, 1),
       spell (spell_blaze_2, 1),
       spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
*Description*:
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

*Returns*:
The value of the corresponding 'then' or, if nothing is found, nothing.

*Example*:
message (case (read (class),
               &quot;Magician&quot;, &quot;You're a Magician!&quot;,
               &quot;Knight&quot;, &quot;You're a Knight!&quot;,
               &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
               default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))


== command (command [arg1 [... argn]]) ==
*Description*:
Runs the command or resource 'command' with arguments provided.

*Returns*:
The return value of the command executed.

*Example*:
# set forecolor to bright white.
set (function_to_use, &quot;fgcolor&quot;)
command (read (function_to_use), 'W')

# now set backcolor to blue.
set (function_to_use, &quot;bgcolor&quot;)
command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
*Description*:
Runs through several expressions and returns the first corresponding 'then' for the first true result.

*Returns*:
The return value of the 'then' expression run.  Nothing if no true result is found.

*Example*:
# what does our character look like?
cond (|| (== (bgcolor (), 'g'),
          == (read (class), &quot;Goblin&quot;),
          substr (read (title), &quot;goblin&quot;)),
      message (&quot;You look like a goblin!&quot;),
      || (== (read (class), &quot;Knight&quot;),
          &gt;= (read (level), 5.00)),
      message (&quot;You look like a strong guy.&quot;),
      1,
      message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
*Description*:
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

*Returns*:
Nothing.

*Example*:
[weapon_sword_of_strength]
weapon_sword()
# give our character a massive stat bonus when equipped.
effect (weapon_sword_of_strength_effect, 30, equip)

[weapon_sword_of_strength_effect]
mult (str, 2.00)

== for_each (read-from memory-to command) ==
*Description*:
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

*Returns*:
The number of substrings created from 'read-from'.

*Example*:
# remind the player what he/she likes to drink.
set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
for_each (read (favorite_drinks), 0,
          message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
*Description*:
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

*Returns*:
The return value of whatever expression was run.

*Example*:
# are we still a newbie?
if (== (read (level, 1.00)),
    message (&quot;You're still level one!&quot;),
    message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
*Description*:
Specify a resource to run when the current resource/effect/timer turns off.

*Returns*:
Returns the name of the resource if valid.

*Example*:
[condition_get_fat]
# multiply the entity's weight by ten fold.
mult (weight, 10.00)
message (&quot;You feel REALLY fat!&quot;)
on_stop (condition_get_fat_off)

[condition_get_fat_off]
# let the player know when they're not fat anymore.
message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
*Description*:
Sets the return value of the current resource being run.  The resource continues to run.

*Returns*:
The result of 'value'.

*Example*:
# return a player's name formatted as: &quot;name, class, level&quot;.
[func_fancy_name]
if (read (class),
    return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
    return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
*Description*:
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

*Returns*:
The return value of the command executed.

*Example*:
# we were dumb enough to name a resource after a command. D:
run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
*Description*:
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

*Returns*:
Nothing.

*Example*:
# this item, when used, turns itself on fire for 5 seconds!
timer (condition_on_fire, 30, 5.00, self)</text>
    </revision>
    <revision>
      <id>182</id>
      <timestamp>2012-05-23T13:28:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5371">&lt;div class=&quot;code&quot;&gt;
== &lt;pre&gt;. (command1 [... commandn]) &lt;/pre&gt;==
*Description*:
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

*Returns*:
Nothing.

*Example*:
   if (== (read (class), &quot;Magician&quot;),
       . (spell (spell_blaze_1, 1),
          spell (spell_blaze_2, 1),
          spell (spell_blaze_3, 1)))

== &lt;pre&gt;case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) &lt;/pre&gt;==
*Description*:
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

*Returns*:
The value of the corresponding 'then' or, if nothing is found, nothing.

*Example*:
   message (case (read (class),
                  &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                  &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                  &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                  default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))


== &lt;pre&gt;command (command [arg1 [... argn]]) &lt;/pre&gt;==
*Description*:
Runs the command or resource 'command' with arguments provided.

*Returns*:
The return value of the command executed.

*Example*:
   # set forecolor to bright white.
   set (function_to_use, &quot;fgcolor&quot;)
   command (read (function_to_use), 'W')

   # now set backcolor to blue.
   set (function_to_use, &quot;bgcolor&quot;)
   command (read (function_to_use), 'b')

== &lt;pre&gt;cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) &lt;/pre&gt;==
*Description*:
Runs through several expressions and returns the first corresponding 'then' for the first true result.

*Returns*:
The return value of the 'then' expression run.  Nothing if no true result is found.

*Example*:
   # what does our character look like?
   cond (|| (== (bgcolor (), 'g'),
             == (read (class), &quot;Goblin&quot;),
             substr (read (title), &quot;goblin&quot;)),
         message (&quot;You look like a goblin!&quot;),
         || (== (read (class), &quot;Knight&quot;),
             &gt;= (read (level), 5.00)),
         message (&quot;You look like a strong guy.&quot;),
         1,
         message (&quot;I have no idea what you look like.&quot;))

== &lt;pre&gt;effect (resource priority objects [args]) &lt;/pre&gt;==
*Description*:
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

*Returns*:
Nothing.

*Example*:
   [weapon_sword_of_strength]
   weapon_sword()
   # give our character a massive stat bonus when equipped.
   effect (weapon_sword_of_strength_effect, 30, equip)

   [weapon_sword_of_strength_effect]
   mult (str, 2.00)

== &lt;pre&gt;for_each (read-from memory-to command) &lt;/pre&gt;==
*Description*:
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

*Returns*:
The number of substrings created from 'read-from'.

*Example*:
   # remind the player what he/she likes to drink.
   set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
   for_each (read (favorite_drinks), 0,
             message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== &lt;pre&gt;if (condition then [else]) &lt;/pre&gt;==
*Description*:
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

*Returns*:
The return value of whatever expression was run.

*Example*:
   # are we still a newbie?
   if (== (read (level, 1.00)),
       message (&quot;You're still level one!&quot;),
       message (&quot;It looks like you're leveled.&quot;))

== &lt;pre&gt;on_stop (resource) &lt;/pre&gt;==
*Description*:
Specify a resource to run when the current resource/effect/timer turns off.

*Returns*:
Returns the name of the resource if valid.

*Example*:
   [condition_get_fat]
   # multiply the entity's weight by ten fold.
   mult (weight, 10.00)
   message (&quot;You feel REALLY fat!&quot;)
   on_stop (condition_get_fat_off)

[condition_get_fat_off]
# let the player know when they're not fat anymore.
message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== &lt;pre&gt;return (value) &lt;/pre&gt;==
*Description*:
Sets the return value of the current resource being run.  The resource continues to run.

*Returns*:
The result of 'value'.

*Example*:
   # return a player's name formatted as: &quot;name, class, level&quot;.
   [func_fancy_name]
   if (read (class),
       return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
       return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== &lt;pre&gt;run (resource [args]) &lt;/pre&gt;==
*Description*:
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

*Returns*:
The return value of the command executed.

*Example*:
   # we were dumb enough to name a resource after a command. D:
   run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== &lt;pre&gt;timer (resource priority duration objects [args]) &lt;/pre&gt;==
*Description*:
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

*Returns*:
Nothing.

*Example*:
   # this item, when used, turns itself on fire for 5 seconds!
   timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>183</id>
      <timestamp>2012-05-23T13:31:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5316">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description'':
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns'':
Nothing.

''Example'':
   if (== (read (class), &quot;Magician&quot;),
       . (spell (spell_blaze_1, 1),
          spell (spell_blaze_2, 1),
          spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description'':
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns'':
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example'':
   message (case (read (class),
                  &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                  &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                  &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                  default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))


== command (command [arg1 [... argn]]) ==
''Description'':
Runs the command or resource 'command' with arguments provided.

''Returns'':
The return value of the command executed.

''Example'':
   # set forecolor to bright white.
   set (function_to_use, &quot;fgcolor&quot;)
   command (read (function_to_use), 'W')

   # now set backcolor to blue.
   set (function_to_use, &quot;bgcolor&quot;)
   command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description'':
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns'':
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example'':
   # what does our character look like?
   cond (|| (== (bgcolor (), 'g'),
             == (read (class), &quot;Goblin&quot;),
             substr (read (title), &quot;goblin&quot;)),
         message (&quot;You look like a goblin!&quot;),
         || (== (read (class), &quot;Knight&quot;),
             &gt;= (read (level), 5.00)),
         message (&quot;You look like a strong guy.&quot;),
         1,
         message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description'':
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns'':
Nothing.

''Example'':
   [weapon_sword_of_strength]
   weapon_sword()
   # give our character a massive stat bonus when equipped.
   effect (weapon_sword_of_strength_effect, 30, equip)

   [weapon_sword_of_strength_effect]
   mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description'':
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns'':
The number of substrings created from 'read-from'.

''Example'':
   # remind the player what he/she likes to drink.
   set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
   for_each (read (favorite_drinks), 0,
             message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description'':
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns'':
The return value of whatever expression was run.

''Example'':
   # are we still a newbie?
   if (== (read (level, 1.00)),
       message (&quot;You're still level one!&quot;),
       message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description'':
Specify a resource to run when the current resource/effect/timer turns off.

''Returns'':
Returns the name of the resource if valid.

''Example'':
   [condition_get_fat]
   # multiply the entity's weight by ten fold.
   mult (weight, 10.00)
   message (&quot;You feel REALLY fat!&quot;)
   on_stop (condition_get_fat_off)

[condition_get_fat_off]
# let the player know when they're not fat anymore.
message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description'':
Sets the return value of the current resource being run.  The resource continues to run.

''Returns'':
The result of 'value'.

''Example'':
   # return a player's name formatted as: &quot;name, class, level&quot;.
   [func_fancy_name]
   if (read (class),
       return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
       return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description'':
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns'':
The return value of the command executed.

''Example'':
   # we were dumb enough to name a resource after a command. D:
   run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description'':
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns'':
Nothing.

''Example'':
   # this item, when used, turns itself on fire for 5 seconds!
   timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>192</id>
      <timestamp>2012-05-23T13:51:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5325">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
   if (== (read (class), &quot;Magician&quot;),
       . (spell (spell_blaze_1, 1),
          spell (spell_blaze_2, 1),
          spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
   message (case (read (class),
                  &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                  &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                  &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                  default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))


== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
   # set forecolor to bright white.
   set (function_to_use, &quot;fgcolor&quot;)
   command (read (function_to_use), 'W')

   # now set backcolor to blue.
   set (function_to_use, &quot;bgcolor&quot;)
   command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
   # what does our character look like?
   cond (|| (== (bgcolor (), 'g'),
             == (read (class), &quot;Goblin&quot;),
             substr (read (title), &quot;goblin&quot;)),
         message (&quot;You look like a goblin!&quot;),
         || (== (read (class), &quot;Knight&quot;),
             &gt;= (read (level), 5.00)),
         message (&quot;You look like a strong guy.&quot;),
         1,
         message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
   [weapon_sword_of_strength]
   weapon_sword()
   # give our character a massive stat bonus when equipped.
   effect (weapon_sword_of_strength_effect, 30, equip)

   [weapon_sword_of_strength_effect]
   mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
   # remind the player what he/she likes to drink.
   set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
   for_each (read (favorite_drinks), 0,
             message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
   # are we still a newbie?
   if (== (read (level, 1.00)),
       message (&quot;You're still level one!&quot;),
       message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
   [condition_get_fat]
   # multiply the entity's weight by ten fold.
   mult (weight, 10.00)
   message (&quot;You feel REALLY fat!&quot;)
   on_stop (condition_get_fat_off)

   [condition_get_fat_off]
   # let the player know when they're not fat anymore.
   message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
   # return a player's name formatted as: &quot;name, class, level&quot;.
   [func_fancy_name]
   if (read (class),
       return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
       return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
   # we were dumb enough to name a resource after a command. D:
   run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
   # this item, when used, turns itself on fire for 5 seconds!
   timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>193</id>
      <timestamp>2012-05-23T13:54:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5213">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))


== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>194</id>
      <timestamp>2012-05-23T13:57:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) */</comment>
      <text xml:space="preserve" bytes="5212">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))

== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>195</id>
      <timestamp>2012-05-23T13:59:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5211">&lt;div class=&quot;code&quot;&gt;== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))

== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>196</id>
      <timestamp>2012-05-23T14:00:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5212">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))

== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))

== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')

== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))

== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)

== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))

== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))

== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)

== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))

== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)

== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>197</id>
      <timestamp>2012-05-23T14:01:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5252">&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>198</id>
      <timestamp>2012-05-23T14:15:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5261">__TOC__

&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>199</id>
      <timestamp>2012-05-23T14:15:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5260">__TOC__
&lt;div class=&quot;code&quot;&gt;
== . (command1 [... commandn]) ==
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]]) ==
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command (command [arg1 [... argn]]) ==
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond (cond1 then1 [else1 e_then1 [... elsen e_thenn]]) ==
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect (resource priority objects [args]) ==
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each (read-from memory-to command) ==
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if (condition then [else]) ==
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop (resource) ==
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return (value) ==
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run (resource [args]) ==
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer (resource priority duration objects [args]) ==
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>200</id>
      <timestamp>2012-05-23T14:18:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5260">__TOC__
&lt;div class=&quot;code&quot;&gt;
== . == (command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case == (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command == (command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond == (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect == (resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each == (read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if == (condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop == (resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return == (value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run == (resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer == (resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>201</id>
      <timestamp>2012-05-23T14:20:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5271">__TOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
 (command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
 (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
 (command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
 (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
 (resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
 (read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
 (condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
 (resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
 (value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
 (resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
 (resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>202</id>
      <timestamp>2012-05-23T14:21:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5260">__TOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
(command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
(expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
(command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
(cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
(resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
(read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
(condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
(resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
(value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
(resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
(resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>203</id>
      <timestamp>2012-05-23T14:22:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5262">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
(command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
(expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
(command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
(cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
(resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
(read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
(condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
(resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
(value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
(resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
(resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>204</id>
      <timestamp>2012-05-23T14:23:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5273">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
 (command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
 (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
 (command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
 (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
 (resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
 (read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
 (condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
 (resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
 (value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
 (resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
 (resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>205</id>
      <timestamp>2012-05-23T14:26:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5271">__TOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
 (command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
 (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
 (command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
 (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
 (resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
 (read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
 (condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
 (resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
 (value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
 (resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
 (resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>206</id>
      <timestamp>2012-05-23T14:31:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5273">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== . ==
 (command1 [... commandn])
''Description:''
Runs multiple commands.  Used in conjuction with if() and other commands that affect code flow.

''Returns:''
Nothing.

''Example:''
 if (== (read (class), &quot;Magician&quot;),
     . (spell (spell_blaze_1, 1),
        spell (spell_blaze_2, 1),
        spell (spell_blaze_3, 1)))
----
== case ==
 (expr value1 then1 [... valuen thenn [&quot;default&quot; thend]])
''Description:''
Checks the value of 'expr' against multiple other values 'value1' through 'valuen'.  If a match is found, the corresponding 'then' is run and returned.  If no match is found and &quot;default&quot; is provided, 'thend' will be returned.  Only the first result is returned.

''Returns:''
The value of the corresponding 'then' or, if nothing is found, nothing.

''Example:''
 message (case (read (class),
                &quot;Magician&quot;, &quot;You're a Magician!&quot;,
                &quot;Knight&quot;, &quot;You're a Knight!&quot;,
                &quot;Warrior&quot;, &quot;You're a Warrior!&quot;,
                default, + (&quot;You're a &quot;, read (class), &quot;!&quot;)))
----
== command ==
 (command [arg1 [... argn]])
''Description:''
Runs the command or resource 'command' with arguments provided.

''Returns:''
The return value of the command executed.

''Example:''
 # set forecolor to bright white.
 set (function_to_use, &quot;fgcolor&quot;)
 command (read (function_to_use), 'W')

 # now set backcolor to blue.
 set (function_to_use, &quot;bgcolor&quot;)
 command (read (function_to_use), 'b')
----
== cond ==
 (cond1 then1 [else1 e_then1 [... elsen e_thenn]])
''Description:''
Runs through several expressions and returns the first corresponding 'then' for the first true result.

''Returns:''
The return value of the 'then' expression run.  Nothing if no true result is found.

''Example:''
 # what does our character look like?
 cond (|| (== (bgcolor (), 'g'),
           == (read (class), &quot;Goblin&quot;),
           substr (read (title), &quot;goblin&quot;)),
       message (&quot;You look like a goblin!&quot;),
       || (== (read (class), &quot;Knight&quot;),
           &gt;= (read (level), 5.00)),
       message (&quot;You look like a strong guy.&quot;),
       1,
       message (&quot;I have no idea what you look like.&quot;))
----
== effect ==
 (resource priority objects [args])
''Description:''
Push a given resource onto one or more objects at a given priority.  The higher the priority, the later the resource is run.  The priority cannot be less than the priority of the resource from which it is run.  A priority of 30 is used for most effects from equipment.

''Returns:''
Nothing.

''Example:''
 [weapon_sword_of_strength]
 weapon_sword()
 # give our character a massive stat bonus when equipped.
 effect (weapon_sword_of_strength_effect, 30, equip)

 [weapon_sword_of_strength_effect]
 mult (str, 2.00)
----
== for_each ==
 (read-from memory-to command)
''Description:''
Separates the string 'read-from' by whitespace into substrings.  For each substring, the value is written to memory slot 'memory-to' and 'command' is run.

''Returns:''
The number of substrings created from 'read-from'.

''Example:''
 # remind the player what he/she likes to drink.
 set (favorite_drinks, &quot;coffee coffee wine beer gasoline&quot;)
 for_each (read (favorite_drinks), 0,
           message (+ (&quot;You like to drink: &quot;, memory (0), &quot;.&quot;)))
----
== if ==
 (condition then [else])
''Description:''
If 'condition' is true, run 'then'.  If 'condition' is false, run 'else' is provided.

''Returns:''
The return value of whatever expression was run.

''Example:''
 # are we still a newbie?
 if (== (read (level, 1.00)),
     message (&quot;You're still level one!&quot;),
     message (&quot;It looks like you're leveled.&quot;))
----
== on_stop ==
 (resource)
''Description:''
Specify a resource to run when the current resource/effect/timer turns off.

''Returns:''
Returns the name of the resource if valid.

''Example:''
 [condition_get_fat]
 # multiply the entity's weight by ten fold.
 mult (weight, 10.00)
 message (&quot;You feel REALLY fat!&quot;)
 on_stop (condition_get_fat_off)

 [condition_get_fat_off]
 # let the player know when they're not fat anymore.
 message (&quot;Gravity suddenly feels a lot more generous.&quot;)
----
== return ==
 (value)
''Description:''
Sets the return value of the current resource being run.  The resource continues to run.

''Returns:''
The result of 'value'.

''Example:''
 # return a player's name formatted as: &quot;name, class, level&quot;.
 [func_fancy_name]
 if (read (class),
     return (+ (read (title), &quot;, &quot;, read (class), &quot;, &quot;, read (level)),
     return (+ (read (title), &quot;, (no class), &quot;, read (level)))
----
== run ==
 (resource [args])
''Description:''
Similar to command(), the script 'resource' is run with arguments provided.  Unlike command(), only resources are run, not internal commands.

''Returns:''
The return value of the command executed.

''Example:''
 # we were dumb enough to name a resource after a command. D:
 run (for_each, &quot;arg1&quot;, &quot;arg2&quot;)
----
== timer ==
 (resource priority duration objects [args])
''Description:''
Push a resource to one or more objects at a given priority for a duration of time.  Behavior is identical to effect() with a time limit.  'Duration' is given in real-time seconds.

''Returns:''
Nothing.

''Example:''
 # this item, when used, turns itself on fire for 5 seconds!
 timer (condition_on_fire, 30, 5.00, self)
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Information</title>
    <ns>0</ns>
    <id>31</id>
      <sha1>spyjpnggwasah3yt4tpud4039ypn39m</sha1>
    <revision>
      <id>218</id>
      <timestamp>2012-05-25T14:57:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;__NOTOC__ &lt;div class=&quot;code&quot;&gt; == active ==  (resource) ''Description:''   ''Returns:''   ''Example:''   == ally ==  (person) ''Description:''   ''Returns:''   ''Example:''   ==...&quot;</comment>
      <text xml:space="preserve" bytes="2097">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== active ==
 (resource)
''Description:''


''Returns:''


''Example:''


== ally ==
 (person)
''Description:''


''Returns:''


''Example:''


== arg ==
 ([index])
''Description:''


''Returns:''


''Example:''


== can_put ==
 (x y [map])
''Description:''


''Returns:''


''Example:''


== capitalize ==
 (string)
''Description:''


''Returns:''


''Example:''


== day ==
 ()
''Description:''


''Returns:''


''Example:''


== daytime ==
 ()
''Description:''


''Returns:''


''Example:''


== distance ==
 (obj1 obj2)
''Description:''


''Returns:''


''Example:''


== enemy ==
 (person)
''Description:''


''Returns:''


''Example:''


== ftos ==
 (float)
''Description:''


''Returns:''


''Example:''


== fuzz ==
 (value %fuzz)
''Description:''


''Returns:''


''Example:''


== hour ==
 ()
''Description:''


''Returns:''


''Example:''


== id ==
 ([object [args]])
''Description:''


''Returns:''


''Example:''


== internal ==
 (variable)
''Description:''


''Returns:''


''Example:''


== location ==
 (map [x y])
''Description:''


''Returns:''


''Example:''


== name ==
 ()
''Description:''


''Returns:''


''Example:''


== priority ==
 ()
''Description:''


''Returns:''


''Example:''


== random ==
 (min max)
''Description:''


''Returns:''


''Example:''


== read ==
 (property [object])
''Description:''


''Returns:''


''Example:''


== read_hr ==
 (property [object [decimals]])
''Description:''


''Returns:''


''Example:''


== rounds ==
 (rounds)
''Description:''


''Returns:''


''Example:''


== search ==
 (object [args])
''Description:''


''Returns:''


''Example:''


== server ==
 (variable)
''Description:''


''Returns:''


''Example:''


== stat ==
 (hp | mp | sta)
''Description:''


''Returns:''


''Example:''


== stof ==
 (stat)
''Description:''


''Returns:''


''Example:''


== substr ==
 (string search)
''Description:''


''Returns:''


''Example:''


== weapon ==
 (class [level])
''Description:''


''Returns:''


''Example:''


== wlevel ==
 ([class])
''Description:''


''Returns:''


''Example:''
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Miscellaneous</title>
    <ns>0</ns>
    <id>36</id>
    <redirect title="Commands: Uncategorized" />
      <sha1>cpzzj41ed251cro9uo4alp3w3ung3qq</sha1>
    <revision>
      <id>226</id>
      <timestamp>2012-05-25T15:00:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>SimonLB moved page [[Commands: Miscellaneous]] to [[Commands: Uncategorized]]</comment>
      <text xml:space="preserve" bytes="37">#REDIRECT [[Commands: Uncategorized]]</text>
    </revision>
  </page>
  <page>
    <title>Commands: Once</title>
    <ns>0</ns>
    <id>35</id>
      <sha1>6kdwjubn2mhyrcpl6vde2bj5yf4614f</sha1>
    <revision>
      <id>224</id>
      <timestamp>2012-05-25T15:00:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;__NOTOC__ &lt;div class=&quot;code&quot;&gt; == action ==  (action [person1 [person2]]) ''Description:''   ''Returns:''   ''Example:''   == assist ==  (target) ''Description:''   ''Returns:''...&quot;</comment>
      <text xml:space="preserve" bytes="2061">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== action ==
 (action [person1 [person2]])
''Description:''


''Returns:''


''Example:''


== assist ==
 (target)
''Description:''


''Returns:''


''Example:''


== echo_once ==
 (text)
''Description:''


''Returns:''


''Example:''


== equip ==
 (object)
''Description:''


''Returns:''


''Example:''


== fight ==
 (target)
''Description:''


''Returns:''


''Example:''


== group ==
 (leader)
''Description:''


''Returns:''


''Example:''


== heal ==
 (amount)
''Description:''


''Returns:''


''Example:''


== home ==
 ([x y [map]])
''Description:''


''Returns:''


''Example:''


== home_once ==
 ([x y [map]])
''Description:''


''Returns:''


''Example:''


== idle ==
 ()
''Description:''


''Returns:''


''Example:''


== learn ==
 (class time)
''Description:''


''Returns:''


''Example:''


== lock ==
 ()
''Description:''


''Returns:''


''Example:''


== menu_new ==
 ()
''Description:''


''Returns:''


''Example:''


== menu_item ==
 (text [type [hotkey [id]]])
''Description:''


''Returns:''


''Example:''


== menu_run ==
 (resource)
''Description:''


''Returns:''


''Example:''


== message ==
 (message [person])
''Description:''


''Returns:''


''Example:''


== off ==
 ([resource])
''Description:''


''Returns:''


''Example:''


== on ==
 (resource [priority])
''Description:''


''Returns:''


''Example:''


== remove ==
 ()
''Description:''


''Returns:''


''Example:''


== restore ==
 ([%health])
''Description:''


''Returns:''


''Example:''


== say ==
 (text1 [... textn])
''Description:''


''Returns:''


''Example:''


== spawn ==
 (object [x y [map]])
''Description:''


''Returns:''


''Example:''


== stop ==
 (resource)
''Description:''


''Returns:''


''Example:''


== stun ==
 (stamina)
''Description:''


''Returns:''


''Example:''


== teleport ==
 (x y [map])
''Description:''


''Returns:''


''Example:''


== wander ==
 ()
''Description:''


''Returns:''


''Example:''


== watch ==
 ([stat display type])
''Description:''


''Returns:''


''Example:''
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Operators</title>
    <ns>0</ns>
    <id>34</id>
      <sha1>d1nypa8qv4rhsblrl8ddayirmhnx7bj</sha1>
    <revision>
      <id>221</id>
      <timestamp>2012-05-25T14:58:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;__NOTOC__ &lt;div class=&quot;code&quot;&gt; == == ==  (left right) ''Description:'' Compare 'left' with 'right' to see if they are identical.  ''Returns:'' If 'left' and 'right' and identica...&quot;</comment>
      <text xml:space="preserve" bytes="2462">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== == ==
 (left right)
''Description:''
Compare 'left' with 'right' to see if they are identical.

''Returns:''
If 'left' and 'right' and identical, return 1.  Otherwise, return 0.

''Example:''
 # check to see if players are level 1.
 if (== (read (level), 1.00),
     message (&quot;You're a newbie!&quot;),
     message (&quot;Looks like you've grown up.&quot;))

== != ==
 (left right)
''Description:''
Compare 'left' with 'right' to see if they are NOT identical.  != () returns the opposite value of == ().

''Returns:''
If 'left' and 'right' are NOT identical, return 1.  Otherwise, return 0.

''Example:''
 # only magicians are allowed to recieve this Grd bonus.
 if (!= (read (class), &quot;Magician&quot;),
     mult (grd, 1.25))

== &gt; ==
 (left right)
''Description:''
Compare 'left' to 'right' to see if 'left' is greater than 'right'.

''Returns:''
If 'left' is greater than 'right', return 1.  Otherwise, return 0.

''Example:''
 # this occurs during an attack.
 # if we're smarter than our opponent, increase our base damage by 25%.
 if (&gt; (read (int, attacker),
        read (int, victim)),
     memory (0, * (1.25, memory (0)))

== &lt; ==
 (left right)
''Description:''
Compare 'left' to 'right' to see if 'left' is less than 'right'.

''Returns:''
If 'left' is less than 'right', return 1.  Otherwise, return 0.

''Example:''
 # for this piece of equipment, punish the player's Str if we're below the proper level.
 if (&lt; (read (level),
        read (level, last))
     . (message (&quot;You feel weak... perhaps this sword is too strong for you.&quot;),
        mult (str, 0.80))

== &gt;= ==
 (left right)
''Description:''


''Returns:''


''Example:''


== &lt;= ==
 (left right)
''Description:''


''Returns:''


''Example:''


== ! ==
 (value)
''Description:''


''Returns:''


''Example:''


== + ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== - ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== * ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== / ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== % ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== ** ==
 (base exponent1 [... exponentn])
''Description:''


''Returns:''


''Example:''


== &amp;&amp; ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''


== || ==
 (val1 val2 [... argn])
''Description:''


''Returns:''


''Example:''
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Commands: Uncategorized</title>
    <ns>0</ns>
    <id>33</id>
      <sha1>pd2zi1k520h5inb1czz2s0lmr856pw6</sha1>
    <revision>
      <id>220</id>
      <timestamp>2012-05-25T14:58:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;__NOTOC__ &lt;div class=&quot;code&quot;&gt; == echo ==  (text) ''Description:''   ''Returns:''   ''Example:''   == echo_resources ==  () ''Description:''   ''Returns:''   ''Example:''   == l...&quot;</comment>
      <text xml:space="preserve" bytes="1225">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== echo ==
 (text)
''Description:''


''Returns:''


''Example:''


== echo_resources ==
 ()
''Description:''


''Returns:''


''Example:''


== light ==
 (radius [intensity])
''Description:''


''Returns:''


''Example:''


== map ==
 (center-marker center-tile line1 [... linen])
''Description:''


''Returns:''


''Example:''


== portal ==
 (area [arg1 ... argn] x y [map [char]])
''Description:''


''Returns:''


''Example:''


== regions ==
 (center-marker center-region line1 [... linen])
''Description:''


''Returns:''


''Example:''


== respawn ==
 (object [x y [group]])
''Description:''


''Returns:''


''Example:''


== skill ==
 (resource [condition])
''Description:''


''Returns:''


''Example:''


== spell ==
 (resource [condition])
''Description:''


''Returns:''


''Example:''


== terrain ==
 (width height seed density min max forests %forest)
''Description:''


''Returns:''


''Example:''


== tile ==
 (reference char color flight terrain outside [sight [obstruct-los]])
''Description:''


''Returns:''


''Example:''


== update ==
 (effect)
''Description:''


''Returns:''


''Example:''


== waypoint ==
 (x y)
''Description:''


''Returns:''


''Example:''
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>225</id>
      <timestamp>2012-05-25T15:00:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>SimonLB moved page [[Commands: Miscellaneous]] to [[Commands: Uncategorized]]</comment>
      <text xml:space="preserve" bytes="1225">__NOTOC__
&lt;div class=&quot;code&quot;&gt;
== echo ==
 (text)
''Description:''


''Returns:''


''Example:''


== echo_resources ==
 ()
''Description:''


''Returns:''


''Example:''


== light ==
 (radius [intensity])
''Description:''


''Returns:''


''Example:''


== map ==
 (center-marker center-tile line1 [... linen])
''Description:''


''Returns:''


''Example:''


== portal ==
 (area [arg1 ... argn] x y [map [char]])
''Description:''


''Returns:''


''Example:''


== regions ==
 (center-marker center-region line1 [... linen])
''Description:''


''Returns:''


''Example:''


== respawn ==
 (object [x y [group]])
''Description:''


''Returns:''


''Example:''


== skill ==
 (resource [condition])
''Description:''


''Returns:''


''Example:''


== spell ==
 (resource [condition])
''Description:''


''Returns:''


''Example:''


== terrain ==
 (width height seed density min max forests %forest)
''Description:''


''Returns:''


''Example:''


== tile ==
 (reference char color flight terrain outside [sight [obstruct-los]])
''Description:''


''Returns:''


''Example:''


== update ==
 (effect)
''Description:''


''Returns:''


''Example:''


== waypoint ==
 (x y)
''Description:''


''Returns:''


''Example:''
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Contact</title>
    <ns>0</ns>
    <id>17</id>
      <sha1>4e5c3hp3hd1cwvq6u48j23ytrpb2ke0</sha1>
    <revision>
      <id>77</id>
      <timestamp>2012-05-13T04:09:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Please contact Synival for all questions: [mailto:simon@simonbielman.com simon@simonbielman.com]  &lt;i&gt;Work-in-progres!&lt;/i&gt;&quot;</comment>
      <text xml:space="preserve" bytes="121">Please contact Synival for all questions:
[mailto:simon@simonbielman.com simon@simonbielman.com]

&lt;i&gt;Work-in-progres!&lt;/i&gt;</text>
    </revision>
    <revision>
      <id>394</id>
      <timestamp>2012-07-15T21:26:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="531">&lt;p&gt;Stay connected to &lt;i&gt;Harmonia&lt;/i&gt; news and content as it comes out by following these sites:&lt;/p&gt;

- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia &lt;i&gt;Harmonia&lt;/i&gt; on Facebook]

- [http://www.youtube.com/Synival &lt;i&gt;Harmonia&lt;/i&gt; on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]

[[File:FacebookLogo.png]]

&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]

[[File:AtSymbol.png]]</text>
    </revision>
    <revision>
      <id>396</id>
      <timestamp>2012-07-15T21:29:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="585">[[File:FacebookLogo.png|right|320px]]
&lt;h2&gt;Get Connected&lt;/h2&gt;
&lt;p&gt;Keep in touch with &lt;i&gt;Harmonia&lt;/i&gt; news, videos, and other content as it comes, subscribe to the following sites:&lt;/p&gt;
- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia &lt;i&gt;Harmonia&lt;/i&gt; on Facebook]

- [http://www.youtube.com/Synival &lt;i&gt;Harmonia&lt;/i&gt; on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]

&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]

[[File:AtSymbol.png]]</text>
    </revision>
    <revision>
      <id>397</id>
      <timestamp>2012-07-15T21:30:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="590">[[File:FacebookLogo.png|right|320px]]
&lt;h2&gt;Get Connected&lt;/h2&gt;
&lt;p&gt;Keep in touch with &lt;i&gt;Harmonia&lt;/i&gt; news, videos, and other content as it comes, subscribe to the following sites:&lt;/p&gt;
- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia &lt;i&gt;Harmonia&lt;/i&gt; on Facebook]

- [http://www.youtube.com/Synival &lt;i&gt;Harmonia&lt;/i&gt; on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]

[[File:AtSymbol.png|Right]]
&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]</text>
    </revision>
    <revision>
      <id>399</id>
      <timestamp>2012-07-15T21:49:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="593">[[File:FacebookLogo.png|right|320px]]
&lt;h2&gt;Get Connected&lt;/h2&gt;
&lt;p&gt;Keep in touch with &lt;i&gt;Harmonia&lt;/i&gt; news, videos, and other content as it comes by subscribing to the following sites:&lt;/p&gt;

- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia Harmonia on Facebook]

- [http://www.youtube.com/Synival Harmonia on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]

----

[[File:AtSymbol.png|frame|Right]]
&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]</text>
    </revision>
    <revision>
      <id>400</id>
      <timestamp>2012-07-15T21:49:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="625">[[File:FacebookLogo.png|right|320px]]
&lt;h2&gt;Get Connected&lt;/h2&gt;
&lt;p&gt;Keep in touch with &lt;i&gt;Harmonia&lt;/i&gt; news, videos, and other content as it comes by subscribing to the following sites:&lt;/p&gt;

- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia Harmonia on Facebook]

- [http://www.youtube.com/Synival Harmonia on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]
&lt;div style=&quot;clear: both;&quot;&gt;&lt;/div&gt;
----

[[File:AtSymbol.png|frame|Right]]
&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]</text>
    </revision>
    <revision>
      <id>401</id>
      <timestamp>2012-07-15T21:49:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="619">[[File:FacebookLogo.png|right|320px]]
&lt;h2&gt;Get Connected&lt;/h2&gt;
&lt;p&gt;Keep in touch with &lt;i&gt;Harmonia&lt;/i&gt; news, videos, and other content as it comes by subscribing to the following sites:&lt;/p&gt;

- [[Blog:News|Development Blog]]

- [http://www.facebook.com/TalesOfHarmonia Harmonia on Facebook]

- [http://www.youtube.com/Synival Harmonia on Youtube]

- [http://www.twitter.com/Synival Follow Synival on Twitter - @Synival]
&lt;div style=&quot;clear: both;&quot;&gt;&lt;/div&gt;
----

[[File:AtSymbol.png|frame]]
&lt;h2&gt;Email&lt;/h2&gt;
&lt;p&gt;If you have a question, you can contact Synival directly:&lt;/p&gt;

- [mailto:simon@simonbielman.com simon@simonbielman.com]</text>
    </revision>
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  <page>
    <title>Diygamer</title>
    <ns>0</ns>
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      <comment>Created page with &quot;Hello, my name is Miles, and I'd like to tell you a bit about the production of an online RPG I am involved in called Harmonia.  It's an attempt at combining the strategy of a...&quot;</comment>
      <text xml:space="preserve" bytes="1567">Hello, my name is Miles, and I'd like to tell you a bit about the production of an online RPG I am involved in called Harmonia.  It's an attempt at combining the strategy of a turn-based tactical RPG with a faster-paced hero-centric multiplayer game.  It draws inspiration and aesthetic heavily from the Shining Force series, SF3 in particular, but also has roots in classic MUDs and roguelikes.  When it's complete, we're expecting it to feel similar to DOTA, except in a much larger setting.

Harmonia started as a curiosity project by a single developer and has been in production on and off for five or six years, first as a MUD, then as a multiplayer roguelike, but it's only in the last few months that we decided to really buckle down and make it into something...well, good.  There will be graphics, and there will be sound.  Actually, the graphics engine is already well on its way; if you're curious, we have a bunch of engine demos at http://www.youtube.com/user/synival/videos.  The other part of the project is the Harmonious engine, which is fully moddable and players will be able to run their own servers with unique content/storyline/etc.

But to really give it the polish it needs: dazzling artwork, sound effects, music, etc., we need to get some funding.  We're planning a Kickstarter shortly and trying to drum up some publicity.  If you're interested, I'd love to arrange an interview with the lead developer or a preview or even just a mention on the site.  More details at our website http://shiningmud.ctrl-shift.net.  Many thanks.

-Miles V.</text>
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    <title>Documentation</title>
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      <comment>Created page with &quot;[[File:at_symbol.png|thumb]]  &lt;i&gt;Coming soon!&lt;/i&gt; Here you'll find links to maps, spells, class guides, and anything else to aid you in your adventures.&quot;</comment>
      <text xml:space="preserve" bytes="152">[[File:at_symbol.png|thumb]]

&lt;i&gt;Coming soon!&lt;/i&gt;
Here you'll find links to maps, spells, class guides, and anything else to aid you in your adventures.</text>
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      <text xml:space="preserve" bytes="166">[[File:at_symbol.png|thumb]]

&lt;p&gt;&lt;i&gt;Coming soon!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Here you'll find links to maps, spells, class guides, and anything else to aid you in your adventures.&lt;/p&gt;</text>
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      <text xml:space="preserve" bytes="166">[[File:at_symbol.png|frame]]

&lt;p&gt;&lt;i&gt;Coming soon!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Here you'll find links to maps, spells, class guides, and anything else to aid you in your adventures.&lt;/p&gt;</text>
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      <comment>SimonLB moved page [[Feedback]] to [[To-do List]]</comment>
      <text xml:space="preserve" bytes="24">#REDIRECT [[To-do List]]</text>
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      <comment>Harmonia Guy has brought a couple of his suspiciously identical buddies to wreck up the Slime Village.  When in combat mode, characters adhere to a visible grid for more measured, strategic movement.</comment>
      <text xml:space="preserve" bytes="199">Harmonia Guy has brought a couple of his suspiciously identical buddies to wreck up the Slime Village.  When in combat mode, characters adhere to a visible grid for more measured, strategic movement.</text>
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      <comment>The slimes of Norcia Swamp are hungry and Harmonia Guy made the mistake of coming alone...</comment>
      <text xml:space="preserve" bytes="90">The slimes of Norcia Swamp are hungry and Harmonia Guy made the mistake of coming alone...</text>
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      <comment>SimonLB uploaded a new version of &amp;quot;[[File:HarmoniaGuyHSV.png]]&amp;quot;</comment>
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      <comment>Nint22 uploaded a new version of &amp;quot;[[File:Setup4.png]]&amp;quot;</comment>
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      <comment>Nint22 uploaded a new version of &amp;quot;[[File:Setup5.png]]&amp;quot;</comment>
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      <comment>Nint22 uploaded a new version of &amp;quot;[[File:Setup6.png]]&amp;quot;</comment>
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      <text xml:space="preserve" bytes="67">Two players connected in the same account, fighting a single enemy.</text>
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      <comment>SimonLB uploaded a new version of &amp;quot;[[File:Two player combat.png]]&amp;quot;</comment>
      <text xml:space="preserve" bytes="67">Two players connected in the same account, fighting a single enemy.</text>
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    <title>Game</title>
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        <id>10</id>
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      <comment>Soutalgon moved page [[Game]] to [[Game Features]]: better title name</comment>
      <text xml:space="preserve" bytes="27">#REDIRECT [[Game Features]]</text>
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  <page>
    <title>Game Features</title>
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      <timestamp>2012-08-20T15:24:39Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
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      <comment>Created page with &quot;Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small b...&quot;</comment>
      <text xml:space="preserve" bytes="628">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.</text>
    </revision>
    <revision>
      <id>850</id>
      <timestamp>2012-08-20T15:28:30Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <minor/>
      <comment>Soutalgon moved page [[Game]] to [[Game Features]]: better title name</comment>
      <text xml:space="preserve" bytes="628">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.</text>
    </revision>
    <revision>
      <id>852</id>
      <timestamp>2012-08-20T15:38:03Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="1330">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with turn based combat!

-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!


All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>856</id>
      <timestamp>2012-08-20T20:30:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2094">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with '''active''' turn based combat!

&lt;s&gt;-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.&lt;/s&gt; '''Not really - the plan is that the game will feel faster when you have more characters to control, although this will take some playing around with.  The idea is that actions are on a timer.  It's like Starcraft in super slow-motion - while the battle plays out, you tweak your character's commands.  Hopefully this sounds fun; combining turn-based strategy games with an active player base is tricky!'''

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>858</id>
      <timestamp>2012-08-20T21:21:58Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2627">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with '''active''' turn based combat!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!
&lt;s&gt;-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.&lt;/s&gt; '''Not really - the plan is that the game will feel faster when you have more characters to control, although this will take some playing around with.  The idea is that actions are on a timer.  It's like Starcraft in super slow-motion - while the battle plays out, you tweak your character's commands.  Hopefully this sounds fun; combining turn-based strategy games with an active player base is tricky!''' Sorry! Was just an example page.

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>859</id>
      <timestamp>2012-08-20T21:22:41Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2637">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with '''active''' turn based combat!
'''''
-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!'''''
&lt;s&gt;-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.&lt;/s&gt; '''Not really - the plan is that the game will feel faster when you have more characters to control, although this will take some playing around with.  The idea is that actions are on a timer.  It's like Starcraft in super slow-motion - while the battle plays out, you tweak your character's commands.  Hopefully this sounds fun; combining turn-based strategy games with an active player base is tricky!''' Sorry! Was just an example page.

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>860</id>
      <timestamp>2012-08-20T21:24:50Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2637">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!
&lt;s&gt;-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.&lt;/s&gt; '''Not really - the plan is that the game will feel faster when you have more characters to control, although this will take some playing around with.  The idea is that actions are on a timer.  It's like Starcraft in super slow-motion - while the battle plays out, you tweak your character's commands.  Hopefully this sounds fun; combining turn-based strategy games with an active player base is tricky!''' ''Sorry! Was just an example page.
''
It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
''The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).''

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>861</id>
      <timestamp>2012-08-20T21:25:28Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2638">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!
&lt;s&gt;-Faster gameplay with less waiting on turns! Players take turns at the same time and submit as a team.&lt;/s&gt; '''Not really - the plan is that the game will feel faster when you have more characters to control, although this will take some playing around with.  The idea is that actions are on a timer.  It's like Starcraft in super slow-motion - while the battle plays out, you tweak your character's commands.  Hopefully this sounds fun; combining turn-based strategy games with an active player base is tricky!''' ''Sorry! Was just an example page.
''

It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
''The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).''

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>904</id>
      <timestamp>2012-08-21T14:39:30Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2185">Harmonia is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!
-Reactive gameplay! Since action is in real time, players can make last second changes to an attack!


It's also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

Harmonia will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
''The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).''

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>905</id>
      <timestamp>2012-08-21T14:54:42Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2204">''Harmonia'' is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army.

At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!
-Reactive gameplay! Since action is in real time, players can make last second changes to an attack!


''Harmonia'' is also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

''Harmonia'' will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!

-Guild support via town building and recognition!  '''Haven't thought about how it would work yet, but I really like the idea of letting guilds submit their own zones, which could be quests themselves if they wanted.  Not sure about dynamic town building, though - what place would it have in the game?  Trying to avoid having too many features before making the important stuff work!'''
''The features listed above are PvP related and therefore not scheduled for the release build. I figured if the engine can support dynamic building you could have guilds erecting towers and keeps and other guilds besieging  them. Again, this was an example page of what I feel the site needs on the sidebar. A features page :).''

All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>906</id>
      <timestamp>2012-08-21T14:56:54Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="1497">''Harmonia'' is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army. At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!

-Reactive gameplay! Since action is in real time, players can make last second changes to an attack!

----

''Harmonia'' is also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

----

''Harmonia'' will also like to eventually add player vs player action(PvP) with the best players and teams rising via a leader board. 

-Special PvP zones and items!

-PvP titles based on lifetime achievements!


All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>922</id>
      <timestamp>2012-08-23T07:09:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1705">''Harmonia'' is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army. At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system merges real time with cool down based options! Once combat starts, your actions such as movements and attacks will cycle on a timer with your team!  &lt;font style=&quot;font-weight: bold&quot; color=&quot;#fff&quot;&gt;How about this: &quot;Innovative combat system that slows down time during large engagements, giving you complete control over your army's every command!&lt;/font&gt;

-Reactive gameplay! Since action is in real time, players can make last second changes to an attack!

----

''Harmonia'' is also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

----

''Harmonia'' will also eventually add player vs player action (PvP) with the best players and teams climbing to the top of the leader board!

-Special PvP zones and items!

-PvP titles based on lifetime achievements!


All of the above subject to change and approval.</text>
    </revision>
    <revision>
      <id>927</id>
      <timestamp>2012-08-25T02:44:45Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="1505">''Harmonia'' is an online fusion of Tactical RPGs (Shining Force), Roguelikes, and text-based MUDs. The game will play like a combination of an RTS and MMO - you command a small band of heroes to form a large force with other players, then go on quests to face-off against huge armies. Rewards for completing quests include access to new character classes, races, abilities, and flair for your army. At launch it will focus on cooperative aspects such as:

-Real time exploring with questing, exploring, and puzzles!

-Innovative combat system that slows down time during large engagements, giving you complete control over your army's every command! 

-Reactive game play! Since action is in real time, players can make last second changes to an attack! Take a moment of opportunity at anytime!

----

''Harmonia'' is also an engine where you can modify anything in the game's scripting environment, create new content, and host your own server for others to play. Upon release, the server and all of the game's assets will be open for editing.

-Create epic campaigns for yourself and your friends!

-Personalized story telling, be your own dungeon master!

-Get recognized! Popular content can become integrated into the story!

----

''Harmonia'' will also eventually add player vs player action (PvP) with the best players and teams climbing to the top of the leader board!

-Special PvP zones and items!

-PvP titles based on lifetime achievements!


All of the above subject to change and approval.</text>
    </revision>
  </page>
  <page>
    <title>Getting Started</title>
    <ns>0</ns>
    <id>106</id>
      <sha1>7itsvarmpycckdtecuev3k5k8vsei8y</sha1>
    <revision>
      <id>664</id>
      <timestamp>2012-08-13T05:15:40Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <comment>Created page with &quot;Welcome to the world of Harmonia! Harmonia is a [http://en.wikipedia.org/wiki/MUD MUD] game, the precursor to modern [http://en.wikipedia.org/wiki/MMORPG MMORPG] games. Though...&quot;</comment>
      <text xml:space="preserve" bytes="3549">Welcome to the world of Harmonia! Harmonia is a [http://en.wikipedia.org/wiki/MUD MUD] game, the precursor to modern [http://en.wikipedia.org/wiki/MMORPG MMORPG] games. Though MUDs might be old, Harmonia is a new game written from scratch by [http://www.harmonia-online.net/wiki/Blog:News Simon Bielman]. It has taken the old genre of games and has given it a facelift, providing easy content development, easy play controls, and depth through a complex class hierarchy system.

= Downloading a Client =

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface. ''Harmonia'' also takes commands as single characters, not lines, so your client will need to behave as such.
* ''Harmonia'' is to be played with a white-on-black color scheme '''only'''.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

= Connecting =

In your Telnet / terminal client, use the following information:

* '''Address''': www.harmonia-online.net
* '''Port''': 5000

[[File:Setup1.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

= Login / Registration =

You must first either register as a new player or log-in using your existing account. All of this can be done from the home screen. To register a new account, simply type &quot;new&quot; and follow the loaded form's instructions. To log-in with your existing account, type in your username then password.

[[File:Setup2.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

= News and Character Selection =

Once logged in, either select your character from the character slots (using either the arrow keys or the letter associated with that line's character), or look at the latest news from the developers by pressing ''n''.

[[File:Setup4.png|thumb|center|400px|A user looking at character selection.]]

You may scroll through the news the same way you scroll through the game's chat window: '','' and ''.'' go up and down a single line of text, while ''&lt;'' and ''&gt;'' will go up and down through an entire page of text. Hit escape to return to character selection.

[[File:Setup5.png|thumb|center|400px|A user looking at the latest news.]]

= Game View =

The game's view is straight-forward: the top-most line is usually for command input or command events. The lines after that to the middle of your screen is reserved for the chat window (see the scroll-bar on the right). The line below that shows your current stamina, HP (health-points), and MP (magic-points, or sometimes just &quot;mana&quot;). On the bottom-left is the view your character sees in the game world: a radius of 8-characters around him/her. On the right, there is a list of all near-by entities, and can be referred to in-game, when using certain commands like attack. The numbers 123... represent which number-slots have a spell or skill bound to them.

[[File:Setup6.png|thumb|center|400px|A newly logged-in character.]]

Now is a good time to get familiar with the game's [[User Commands]].</text>
    </revision>
    <revision>
      <id>731</id>
      <timestamp>2012-08-17T08:21:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3739">Welcome to the world of Harmonia! Harmonia is a [http://en.wikipedia.org/wiki/MUD MUD] game, the precursor to modern [http://en.wikipedia.org/wiki/MMORPG MMORPG] games. Though MUDs might be old, Harmonia is a new game written from scratch by [http://www.harmonia-online.net/wiki/Blog:News Simon Bielman]. It has taken the old genre of games and has given it a facelift, providing easy content development, easy play controls, and depth through a complex class hierarchy system.

= Choosing a Client =

If you want to experience Harmonia in full, [[Play|download the official client from our site]].  However, if you would like to play the game in a traditional MUD environment, here is a guide to MUD clients:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface. ''Harmonia'' also takes commands as single characters, not lines, so your client will need to behave as such.
* ''Harmonia'' is to be played with a white-on-black color scheme '''only'''.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

In your Telnet client / terminal, use the following information:

* '''Address''': www.harmonia-online.net
* '''Port''': 5000

[[File:Setup1.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

= Login / Registration =

You must first either register as a new player or log-in using your existing account. All of this can be done from the home screen. To register a new account, simply type &quot;new&quot; and follow the loaded form's instructions. To log-in with your existing account, type in your username then password.

[[File:Setup2.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

= News and Character Selection =

Once logged in, either select your character from the character slots (using either the arrow keys or the letter associated with that line's character), or look at the latest news from the developers by pressing ''n''.

[[File:Setup4.png|thumb|center|400px|A user looking at character selection.]]

You may scroll through the news the same way you scroll through the game's chat window: '','' and ''.'' go up and down a single line of text, while ''&lt;'' and ''&gt;'' will go up and down through an entire page of text. Hit escape to return to character selection.

[[File:Setup5.png|thumb|center|400px|A user looking at the latest news.]]

= Game View =

The game's view is straight-forward: the top-most line is usually for command input or command events. The lines after that to the middle of your screen is reserved for the chat window (see the scroll-bar on the right). The line below that shows your current stamina, HP (health-points), and MP (magic-points, or sometimes just &quot;mana&quot;). On the bottom-left is the view your character sees in the game world: a radius of 8-characters around him/her. On the right, there is a list of all near-by entities, and can be referred to in-game, when using certain commands like attack. The numbers 123... represent which number-slots have a spell or skill bound to them.

[[File:Setup6.png|thumb|center|400px|A newly logged-in character.]]

Now is a good time to get familiar with the game's [[User Commands]].</text>
    </revision>
    <revision>
      <id>762</id>
      <timestamp>2012-08-19T17:03:01Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3747">Welcome to the world of Harmonia! Harmonia is a [http://en.wikipedia.org/wiki/MUD MUD] game, the precursor to modern [http://en.wikipedia.org/wiki/MMORPG MMORPG] games. Though MUDs might be old, Harmonia is a new game written from scratch by [http://www.harmonia-online.net/wiki/Blog:News Simon Bielman]. It has taken the old genre of games and has given it a facelift, providing easy content development, easy play controls, and depth through a complex class hierarchy system.

== Choosing a Client ==

If you want to experience Harmonia in full, [[Play|download the official client from our site]].  However, if you would like to play the game in a traditional MUD environment, here is a guide to MUD clients:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface. ''Harmonia'' also takes commands as single characters, not lines, so your client will need to behave as such.
* ''Harmonia'' is to be played with a white-on-black color scheme '''only'''.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

In your Telnet client / terminal, use the following information:

* '''Address''': www.harmonia-online.net
* '''Port''': 5000

[[File:Setup1.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

== Login / Registration ==

You must first either register as a new player or log-in using your existing account. All of this can be done from the home screen. To register a new account, simply type &quot;new&quot; and follow the loaded form's instructions. To log-in with your existing account, type in your username then password.

[[File:Setup2.png|thumb|center|400px|An example of an OSX user using Terminal to Telnet into the game server.]]

== News and Character Selection ==

Once logged in, either select your character from the character slots (using either the arrow keys or the letter associated with that line's character), or look at the latest news from the developers by pressing ''n''.

[[File:Setup4.png|thumb|center|400px|A user looking at character selection.]]

You may scroll through the news the same way you scroll through the game's chat window: '','' and ''.'' go up and down a single line of text, while ''&lt;'' and ''&gt;'' will go up and down through an entire page of text. Hit escape to return to character selection.

[[File:Setup5.png|thumb|center|400px|A user looking at the latest news.]]

== Game View ==

The game's view is straight-forward: the top-most line is usually for command input or command events. The lines after that to the middle of your screen is reserved for the chat window (see the scroll-bar on the right). The line below that shows your current stamina, HP (health-points), and MP (magic-points, or sometimes just &quot;mana&quot;). On the bottom-left is the view your character sees in the game world: a radius of 8-characters around him/her. On the right, there is a list of all near-by entities, and can be referred to in-game, when using certain commands like attack. The numbers 123... represent which number-slots have a spell or skill bound to them.

[[File:Setup6.png|thumb|center|400px|A newly logged-in character.]]

Now is a good time to get familiar with the game's [[User Commands]].</text>
    </revision>
  </page>
  <page>
    <title>Guide</title>
    <ns>0</ns>
    <id>22</id>
      <sha1>ety8x16vlooib995nrbnwbl43zm6amy</sha1>
    <revision>
      <id>113</id>
      <timestamp>2012-05-14T03:41:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;* Maps * Character Classes * Weapon Classes * Skills * Spells * Strategy&quot;</comment>
      <text xml:space="preserve" bytes="72">* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Strategy</text>
    </revision>
    <revision>
      <id>114</id>
      <timestamp>2012-05-14T03:47:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="263">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:

&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-top: 5px; padding-right: 10px&quot;&gt;
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Strategy&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>124</id>
      <timestamp>2012-05-14T09:29:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="273">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:

&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-top: 5px; padding-right: 10px&quot;&gt;
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>210</id>
      <timestamp>2012-05-25T14:33:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="302">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:

== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Code Flow]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>211</id>
      <timestamp>2012-05-25T14:36:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="307">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:

----
== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Code Flow]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>212</id>
      <timestamp>2012-05-25T14:36:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="332">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:

----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Code Flow]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>213</id>
      <timestamp>2012-05-25T14:37:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="339">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Code Flow]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>214</id>
      <timestamp>2012-05-25T14:38:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Development / Building */</comment>
      <text xml:space="preserve" bytes="350">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Code Flow]]
* [[Test]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>215</id>
      <timestamp>2012-05-25T14:40:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="423">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Command_Reference|Assignment]]
** [[Command_Reference|Code Flow]]
** [[Command_Reference|Information]]
* [[Test]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>216</id>
      <timestamp>2012-05-25T14:43:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="432">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
* [[Test]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>217</id>
      <timestamp>2012-05-25T14:57:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Development / Building */</comment>
      <text xml:space="preserve" bytes="503">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Miscellaneous|Miscellaneous]]
** [[Commands:_Operators|Operators]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>222</id>
      <timestamp>2012-05-25T14:59:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Development / Building */</comment>
      <text xml:space="preserve" bytes="530">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Miscellaneous|Miscellaneous]]
** [[Commands:_Once|Once]]
** [[Commands:_Operators|Operators]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>223</id>
      <timestamp>2012-05-25T15:00:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Development / Building */</comment>
      <text xml:space="preserve" bytes="530">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Uncategorized|Uncategorized]]
** [[Commands:_Once|Once]]
** [[Commands:_Operators|Operators]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>227</id>
      <timestamp>2012-05-25T15:00:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Development / Building */</comment>
      <text xml:space="preserve" bytes="530">[[File:world_map.png|thumb]]
This page isn't done! D:  But here's what you'll likely find in the near future:








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Once|Once]]
** [[Commands:_Operators|Operators]]
** [[Commands:_Uncategorized|Uncategorized]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>229</id>
      <timestamp>2012-05-25T15:03:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="535">[[File:world_map.png|thumb]]
&lt;i&gt;Most of this page isn't done, but you can check out the WIP development stuff!&lt;/i&gt;








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Once|Once]]
** [[Commands:_Operators|Operators]]
** [[Commands:_Uncategorized|Uncategorized]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
    <revision>
      <id>230</id>
      <timestamp>2012-05-25T15:04:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="553">[[File:world_map.png|thumb]]
&lt;i&gt;Most of this page isn't done, but you can check out the WIP development stuff!&lt;/i&gt;








----
&lt;div class=&quot;clear&gt;&lt;/div&gt;
== Development / Building ==
* [[Command_Reference|Command Reference]]
** [[Commands:_Assignment|Assignment]]
** [[Commands:_Code_Flow|Code Flow]]
** [[Commands:_Information|Information]]
** [[Commands:_Once|Once]]
** [[Commands:_Operators|Operators]]
** [[Commands:_Uncategorized|Uncategorized]]

== Pending Stuff ==
* Maps
* Character Classes
* Weapon Classes
* Skills
* Spells
* Weather
* Strategy</text>
    </revision>
  </page>
  <page>
    <title>Harmonia</title>
    <ns>0</ns>
    <id>1</id>
      <sha1>4ekt8vw9ti0lmgilborq9q0ubtp396e</sha1>
    <revision>
      <id>1</id>
      <timestamp>2012-05-05T10:57:53Z</timestamp>
      <contributor>
        <username>MediaWiki default</username>
        <id>0</id>
      </contributor>
      <text xml:space="preserve" bytes="438">'''MediaWiki has been successfully installed.'''

Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.

== Getting started ==
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]</text>
    </revision>
    <revision>
      <id>2</id>
      <timestamp>2012-05-05T22:36:22Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <minor/>
      <comment>Protected &quot;[[Main Page]]&quot;: Duh ([edit=sysop] (indefinite) [move=sysop] (indefinite))</comment>
      <text xml:space="preserve" bytes="438">'''MediaWiki has been successfully installed.'''

Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.

== Getting started ==
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]</text>
    </revision>
    <revision>
      <id>19</id>
      <timestamp>2012-05-09T00:02:25Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="209">This is SHININGMUUUUUUUUUUUUUD!

Ok, so we don't have the homepage quite finished, but look!  A newsfeed!  Wait...that's not OUR newsfeed.  Yet.  And kittens!


&lt;rss max=2&gt;http://blog.wikimedia.org/feed/&lt;/rss&gt;</text>
    </revision>
    <revision>
      <id>20</id>
      <timestamp>2012-05-09T00:13:18Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="199">This is SHININGMUUUUUUUUUUUUUD!


Ok, so we don't have the homepage quite finished, but look!  A newsfeed!


Wait...that's not OUR newsfeed.  Yet...


&lt;rss max=2&gt;http://blog.wikimedia.org/feed/&lt;/rss&gt;</text>
    </revision>
    <revision>
      <id>21</id>
      <timestamp>2012-05-09T00:20:45Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="236">This is SHININGMUUUUUUUUUUUUUD!


Ok, so we don't have the homepage quite finished, but look!  A newsfeed!


Wait...that's not OUR newsfeed.  Yet...


&lt;rss max=2&gt;http://blog.wikimedia.org/feed/&lt;/rss&gt;

{{Special:Wikilog/Category:News/2}}</text>
    </revision>
    <revision>
      <id>22</id>
      <timestamp>2012-05-09T00:22:49Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="190">This is SHININGMUUUUUUUUUUUUUD!


Ok, so we don't have the homepage quite finished, but look!  A newsfeed!


Wait...that's not OUR newsfeed.  Yet...


{{Special:Wikilog/WikilogTitle:News/2}}</text>
    </revision>
    <revision>
      <id>23</id>
      <timestamp>2012-05-09T00:49:17Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="148">This is SHININGMUUUUUUUUUUUUUD!


Ok, so we don't have the homepage quite finished, but look!  A newsfeed!


{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>40</id>
      <timestamp>2012-05-12T05:00:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="593">[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;Visit the &lt;i&gt;Development News&lt;/i&gt; page on the sidebar to check progress.&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>43</id>
      <timestamp>2012-05-12T05:18:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="512">[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>51</id>
      <timestamp>2012-05-12T09:44:28Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="525">__NO_TITLE__
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>52</id>
      <timestamp>2012-05-12T09:44:42Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="513">
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>53</id>
      <timestamp>2012-05-12T09:45:39Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="524">__NOTITLE__
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>54</id>
      <timestamp>2012-05-12T12:42:03Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="572">__NOTITLE__
{{#css:body {.wl-summary-footer:display:none;}}
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>55</id>
      <timestamp>2012-05-12T12:43:00Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="566">__NOTITLE__
{{#css:.wl-sumary-footer {display:none;}}
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>56</id>
      <timestamp>2012-05-12T12:44:04Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="570">__NOTITLE__
{{#css:div.wl-sumary-footer {display:none;}}}
[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>57</id>
      <timestamp>2012-05-12T12:44:47Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="580">__NOTITLE__
{{#css:
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[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>58</id>
      <timestamp>2012-05-12T12:45:22Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="581">__NOTITLE__
{{#css:
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[[File:homepage.png|thumb]]

&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>59</id>
      <timestamp>2012-05-12T12:46:42Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="580">__NOTITLE__
{{#css:
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[[File:homepage.png|thumb]]
&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>60</id>
      <timestamp>2012-05-12T12:47:13Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <text xml:space="preserve" bytes="580">{{#css:
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[[File:homepage.png|thumb]]
&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p&gt;&lt;font color=&quot;#f55&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}
__NOTITLE__</text>
    </revision>
    <revision>
      <id>62</id>
      <timestamp>2012-05-12T16:28:51Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <text xml:space="preserve" bytes="574">{{#css:
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[[File:homepage.png|thumb]]
&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p style=&quot;color:#f55;&quot;&gt;This game and its website is currently under &lt;b&gt;extreme&lt;/b&gt; development!&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
{{Special:Wikilog/WikilogTitle:News/1}}
__NOTITLE__</text>
    </revision>
    <revision>
      <id>69</id>
      <timestamp>2012-05-13T03:52:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="574">{{#css:
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[[File:homepage.png|thumb]]
&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;p style=&quot;color:#f44;&quot;&gt;This game and its website is currently under &lt;i&gt;extreme&lt;/i&gt; development!&lt;/p&gt;

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;Most Recent News:&lt;/h2&gt;
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      <timestamp>2012-05-14T03:34:08Z</timestamp>
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&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Scars of Harmonia&lt;/i&gt;, please read the [Blog:News Development News] blog or check the [Feedback Feedback] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

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&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Scars of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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      <timestamp>2012-05-15T22:41:47Z</timestamp>
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&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Scars of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;









&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Scars of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Scars of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;







&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Scars of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Scars of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;







&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Tales of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;







&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

[[File:client_may.png|thumb]]
The game currently exists as a [http://en.wikipedia.org/wiki/MUD MUD] accessible via Telnet.  A client is being developed to give the game a modern graphical environment.

To view progress on &lt;i&gt;Tales of Harmonia&lt;/i&gt;, please read the [[Blog:News|Development News]] blog or check the [[Feedback]] section for an up-to-date list of upcoming features and bugfixes.

&lt;p&gt;-- Synival - [mailto:simon@simonbielman.com simon@simonbielman.com]&lt;/p&gt;







&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;
[[File:homepage.png|thumb|right|64px]]

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
[[Special:Wikilog]]
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/Category:News}}
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      <timestamp>2012-06-29T14:15:05Z</timestamp>
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&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
----
{{Special:Wikilog/WikilogTitle:News}}</text>
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      <id>276</id>
      <timestamp>2012-06-29T14:15:18Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
----
{{Special:Wikilog/WikilogTitle:News/1}}</text>
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      <timestamp>2012-06-29T14:19:05Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Most Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
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      <id>281</id>
      <timestamp>2012-06-29T14:19:21Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
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    <revision>
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      <timestamp>2012-06-29T14:19:40Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}

{{http://shiningmud.ctrl-shift.net/wiki/Blog:News/May_29th_Progress_Report}}</text>
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      <id>283</id>
      <timestamp>2012-06-29T14:19:49Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
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    <revision>
      <id>288</id>
      <timestamp>2012-06-29T14:33:40Z</timestamp>
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[[File:homepage.png|thumb|right|64px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 12px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1/Summary:0}}</text>
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    <revision>
      <id>292</id>
      <timestamp>2012-06-29T14:42:19Z</timestamp>
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[[File:homepage.png|128px]]
&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 64px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1/Summary:0}}</text>
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    <revision>
      <id>293</id>
      <timestamp>2012-06-29T14:42:48Z</timestamp>
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&lt;table&gt;&lt;tr&gt;&lt;td&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|128px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;div class=&quot;clear&quot; style=&quot;padding-top: 64px;&quot;&gt;&lt;/div&gt;
----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1/Summary:0}}</text>
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      <id>294</id>
      <timestamp>2012-06-29T14:43:12Z</timestamp>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|128px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1/Summary:0}}</text>
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    <revision>
      <id>295</id>
      <timestamp>2012-06-29T14:44:16Z</timestamp>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online, tactical roguelike inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|128px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>296</id>
      <timestamp>2012-06-29T14:47:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|128px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>297</id>
      <timestamp>2012-06-29T14:47:36Z</timestamp>
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        <id>3</id>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>301</id>
      <timestamp>2012-06-29T15:04:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>302</id>
      <timestamp>2012-06-29T15:05:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>303</id>
      <timestamp>2012-06-29T15:06:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1927">__NOTITLE__{{#css:
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;&lt;span class=&quot;pagetitle&quot;&gt;Recent News:&lt;/span&gt;&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>304</id>
      <timestamp>2012-06-29T15:06:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1924">__NOTITLE__{{#css:
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2&gt;&lt;span id=&quot;pagetitle&quot;&gt;Recent News:&lt;/span&gt;&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>305</id>
      <timestamp>2012-06-29T15:06:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1921">__NOTITLE__{{#css:
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&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/span&gt;&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>306</id>
      <timestamp>2012-06-29T15:07:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1850">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/span&gt;&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>307</id>
      <timestamp>2012-06-29T15:07:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1843">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>309</id>
      <timestamp>2012-06-29T15:24:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1869">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>310</id>
      <timestamp>2012-06-29T15:24:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1875">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|thumb|250px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>311</id>
      <timestamp>2012-06-29T15:24:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1869">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>312</id>
      <timestamp>2012-06-29T15:26:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1925">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [Wikilog:News|Blog].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>313</id>
      <timestamp>2012-06-29T15:27:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1927">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>314</id>
      <timestamp>2012-06-29T15:27:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1939">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News:&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>318</id>
      <timestamp>2012-06-29T15:31:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1938">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Tales of Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Tales of Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>326</id>
      <timestamp>2012-07-14T21:12:51Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1920">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Tales of Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>327</id>
      <timestamp>2012-07-14T21:13:11Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1911">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}</text>
    </revision>
    <revision>
      <id>329</id>
      <timestamp>2012-07-14T21:17:37Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="1941">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG with gameplay inspired by the &lt;i&gt;Shining Force&lt;/i&gt; series by Camelot Software Planning, classic MUDs, and roguelikes.  Maneuver a small band of forces through dungeons, join another player to form a massive army and do battle  in an open battlefield, or pit your armies against one another in the arena.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;</text>
    </revision>
    <revision>
      <id>332</id>
      <timestamp>2012-07-15T20:11:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3507">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;The server is fully modable.  Add your own content using the game's flexible Harmonious scripting language and share your new maps, spells, player classes, and quests by giving the files to a friend or hosting your own server.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.

Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;</text>
    </revision>
    <revision>
      <id>333</id>
      <timestamp>2012-07-15T20:13:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2449">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of up to three characters, composed from eight character classes or unique characters given to you by quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;</text>
    </revision>
    <revision>
      <id>334</id>
      <timestamp>2012-07-15T20:20:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2486">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;</text>
    </revision>
    <revision>
      <id>335</id>
      <timestamp>2012-07-15T20:21:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2496">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;
__NOTOC__</text>
    </revision>
    <revision>
      <id>336</id>
      <timestamp>2012-07-15T20:22:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2508">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;
__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>340</id>
      <timestamp>2012-07-15T20:37:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2538">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

&lt;sidebar&gt;NWSidebar&lt;/sidebar&gt;
__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>403</id>
      <timestamp>2012-07-15T21:51:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2509">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>411</id>
      <timestamp>2012-07-15T22:00:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2541">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 class=&quot;pagetitle&quot;&gt;Recent News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>412</id>
      <timestamp>2012-07-15T22:01:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2573">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;Your force consists of characters composed from eight classes or mercenaries given to you during quests.  To defeat your opponents, you must position your forces wisely when engaging in battle - protect your Archers, keep your Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while your opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to build your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>421</id>
      <timestamp>2012-07-17T12:58:35Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Consistency of voice</comment>
      <text xml:space="preserve" bytes="2570">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Wikilog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>434</id>
      <timestamp>2012-07-24T17:33:21Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>This link was wrong, oopslol</comment>
      <text xml:space="preserve" bytes="2567">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow to &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>492</id>
      <timestamp>2012-07-28T13:46:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2564">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time stratagy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>501</id>
      <timestamp>2012-07-29T12:52:28Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="2564">&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>535</id>
      <timestamp>2012-08-09T19:09:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2873">&lt;p&gt;&lt;font size=20pt color=&quot;#ff4444&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;

[http://www.kickstarter.com/projects/21693645/harmonia Kickstarter Page]

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>536</id>
      <timestamp>2012-08-09T19:09:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2852">&lt;h2 color=&quot;#ff4444&quot;&gt;Harmonia is now on Kickstarter!&lt;/h2&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;

[http://www.kickstarter.com/projects/21693645/harmonia Kickstarter Page]

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>537</id>
      <timestamp>2012-08-09T19:10:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2865">&lt;h1&gt;&lt;font color=&quot;#ff4444&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/h2&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;

[http://www.kickstarter.com/projects/21693645/harmonia Kickstarter Page]

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>538</id>
      <timestamp>2012-08-09T19:10:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2865">&lt;h1&gt;&lt;font color=&quot;#ff4444&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/h1&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;

[http://www.kickstarter.com/projects/21693645/harmonia Kickstarter Page]

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>539</id>
      <timestamp>2012-08-09T19:15:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2920">&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+4&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;

&lt;font size=&quot;+2&quot;&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/font&gt;&lt;/center&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>553</id>
      <timestamp>2012-08-09T23:28:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2950">[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/font&gt;&lt;/center&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>554</id>
      <timestamp>2012-08-09T23:29:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2983">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>555</id>
      <timestamp>2012-08-09T23:30:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2991">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>556</id>
      <timestamp>2012-08-09T23:30:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2991">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+3&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>632</id>
      <timestamp>2012-08-12T19:03:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3143">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+3&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>636</id>
      <timestamp>2012-08-12T19:29:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3143">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>641</id>
      <timestamp>2012-08-13T01:14:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3102">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>712</id>
      <timestamp>2012-08-15T13:31:05Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3285">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | DESCRIPTION }}

&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>713</id>
      <timestamp>2012-08-15T13:33:20Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3377">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,MMO,shining force,moddable,engine | keywords }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>714</id>
      <timestamp>2012-08-15T13:38:08Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3373">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>715</id>
      <timestamp>2012-08-15T13:40:19Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3433">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | &quot;Harmonia - Multiplayer Tactical RPG&quot; | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px]]
[[File:homepage_2.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>716</id>
      <timestamp>2012-08-15T13:48:31Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3486">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | &quot;Harmonia - Multiplayer Tactical RPG&quot; | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=&quot;Harmonia Gameplay&quot;]]
[[File:homepage_2.png|320px|alt=&quot;Custom Retro 3D Engine&quot;]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png||link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>717</id>
      <timestamp>2012-08-15T13:49:34Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3494">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | &quot;Harmonia - Multiplayer Tactical RPG&quot; | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>727</id>
      <timestamp>2012-08-15T15:06:43Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3492">{{#meta: | &quot;Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine.&quot; | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>728</id>
      <timestamp>2012-08-15T15:12:12Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3490">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>755</id>
      <timestamp>2012-08-19T14:44:15Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3509">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; text-align:center;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>757</id>
      <timestamp>2012-08-19T15:50:48Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3495">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; text-align:center;&quot;&gt;Latest News&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>758</id>
      <timestamp>2012-08-19T16:12:14Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3521">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center;&quot;&gt;=: Latest News :=&lt;/h2&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>759</id>
      <timestamp>2012-08-19T16:41:16Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3521">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>763</id>
      <timestamp>2012-08-19T18:04:29Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3570">{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}
&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>766</id>
      <timestamp>2012-08-19T18:13:16Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3243">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>767</id>
      <timestamp>2012-08-19T18:13:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3262">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__</text>
    </revision>
    <revision>
      <id>768</id>
      <timestamp>2012-08-19T18:13:28Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3589">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>770</id>
      <timestamp>2012-08-19T18:16:58Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3729">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>772</id>
      <timestamp>2012-08-19T18:17:35Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3729">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:6px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>773</id>
      <timestamp>2012-08-19T18:18:00Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3730">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}

__NOTOC__
__NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }}
{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }}
{{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>774</id>
      <timestamp>2012-08-19T18:27:48Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3729">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td style=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>776</id>
      <timestamp>2012-08-19T18:32:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3726">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>777</id>
      <timestamp>2012-08-19T18:33:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3730">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;br&gt;
To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>778</id>
      <timestamp>2012-08-19T18:34:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3725">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;To view older news, check out the [[Blog:News|Development Blog]].{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>779</id>
      <timestamp>2012-08-19T18:35:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3746">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Eight Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;span id=&quot; id=&quot;rss_header&quot;&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/span&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>780</id>
      <timestamp>2012-08-19T18:37:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3747">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;dv id=&quot; id=&quot;rss_header&quot;&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/dv&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>781</id>
      <timestamp>2012-08-19T18:37:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3748">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot; id=&quot;rss_header&quot;&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/dv&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>782</id>
      <timestamp>2012-08-19T18:38:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3744">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>783</id>
      <timestamp>2012-08-19T18:38:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3743">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>784</id>
      <timestamp>2012-08-19T18:46:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3797">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]
[[File:ClassTree.jpg|320px|alt=Class Promotion Tree]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>786</id>
      <timestamp>2012-08-19T18:47:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3797">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:homepage_2.png|240px|alt=Custom Retro 3D Engine]]
[[File:ClassTree.jpg|320px|alt=Class Promotion Tree]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>787</id>
      <timestamp>2012-08-19T18:48:17Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3798">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:homepage.png|320px|alt=Harmonia Gameplay]]
[[File:ClassTree.jpg|320px|alt=Class Promotion Tree]]
[[File:homepage_2.png|320px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>788</id>
      <timestamp>2012-08-19T18:52:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3806">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__ __NOTITLE__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>795</id>
      <timestamp>2012-08-19T19:15:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3794">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>796</id>
      <timestamp>2012-08-19T19:15:55Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <minor/>
      <comment>Metafarion moved page [[Main Page]] to [[Harmonia]]: Main Page is not very descriptive</comment>
      <text xml:space="preserve" bytes="3794">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; letter-spacing:1px; text-align:center; background:rgba(50,50,50,.6); border-radius:3px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;table style=&quot;padding-top: 8px;&quot;&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;
&lt;td&gt;&lt;div id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/div&gt;
To view older news, check out the [[Blog:News|Development Blog]].
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>812</id>
      <timestamp>2012-08-19T19:40:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3867">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>813</id>
      <timestamp>2012-08-19T19:41:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3880">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;font id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/font&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>814</id>
      <timestamp>2012-08-19T19:42:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3884">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;font id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/font&gt;&lt;br&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>815</id>
      <timestamp>2012-08-19T19:42:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3891">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>816</id>
      <timestamp>2012-08-19T19:56:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3939">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 4px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>817</id>
      <timestamp>2012-08-19T19:57:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3960">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 4px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>818</id>
      <timestamp>2012-08-19T19:57:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3960">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]][[File:ClassTree.jpg|210px|alt=Class Promotion Tree]][[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>822</id>
      <timestamp>2012-08-19T20:06:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3981">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{ |
  |[[File:homepage.png|210px|alt=Harmonia Gameplay]]
 -|[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 -|[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
  |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>823</id>
      <timestamp>2012-08-19T20:06:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3976">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{|
 |[[File:homepage.png|210px|alt=Harmonia Gameplay]]
-|[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
-|[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>824</id>
      <timestamp>2012-08-19T20:06:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3982">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{|
 |- [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |- [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |- [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>825</id>
      <timestamp>2012-08-19T20:07:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3987">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{|
 | [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |-
 | [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |-
 | [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>826</id>
      <timestamp>2012-08-19T20:09:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4032">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{| height=220px
 | [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |-
 | height=220px
 | [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |-
 | height=220px
 | [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>827</id>
      <timestamp>2012-08-19T20:10:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4036">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{| height=220px
 | [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |-
 | height=&quot;220px&quot;
 | [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |-
 | height=&quot;220px&quot;
 | [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>828</id>
      <timestamp>2012-08-19T20:11:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4048">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{| style=&quot;padding-bottom: 8px;&quot;
 | [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |-
 | style=&quot;padding-bottom: 8px;&quot;
 | [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |-
 | [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>829</id>
      <timestamp>2012-08-19T20:12:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4046">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;
{|  style=&quot;padding-bottom: 8px;&quot;
 | [[File:homepage.png|210px|alt=Harmonia Gameplay]]
 |- style=&quot;padding-bottom: 8px;&quot;
 | [[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]
 |-
 | [[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
 |}
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>830</id>
      <timestamp>2012-08-19T20:19:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4056">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 8px; clear: both;&quot; /&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 8px; clear: both;&quot; /&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>831</id>
      <timestamp>2012-08-19T20:19:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4064">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 8px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 8px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>832</id>
      <timestamp>2012-08-19T20:20:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4066">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>836</id>
      <timestamp>2012-08-20T03:20:27Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4066">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | title }}</text>
    </revision>
    <revision>
      <id>837</id>
      <timestamp>2012-08-20T03:22:23Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4066">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;text-decoration: none; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>838</id>
      <timestamp>2012-08-20T03:24:18Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4068">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__
{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }} {{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }} {{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>1001</id>
      <timestamp>2012-08-30T13:24:42Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4065">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }}{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }}{{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>1020</id>
      <timestamp>2012-09-01T13:32:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4128">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/font&gt;Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:10px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }}{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }}{{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>1033</id>
      <timestamp>2012-09-03T15:02:19Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4128">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/font&gt;Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }}{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }}{{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>1051</id>
      <timestamp>2012-09-07T03:02:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4153">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.&lt;font style=&quot;color: #ff2222; font-weight: bold&quot;&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/font&gt;Check out our presentation here:&lt;/p&gt;
[[File:Kickstarter.png]]
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }}{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }}{{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
    <revision>
      <id>1057</id>
      <timestamp>2012-09-08T16:41:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3513">&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;&lt;h2&gt;What is Harmonia?&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is an online tactical RPG, a fusion of the real-time strategy and roguelike genres. Think Shining Force + Warcraft + Nethack. Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.&lt;/p&gt;

&lt;h2&gt;Control a Band of Characters&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Blending the social engagement of an MMO with the strategic interplay of a turn-based strategy game is no simple task, but that is the goal of the Harmonious engine. Gameplay will have the feel of an RTS like Starcraft but with greater emphasis on effective maneuvering and use of of individual units' skills. Though it is possible for players to adventure alone, they will quickly find that many areas cannot be traversed with a mere handful of units, and they must join forces to overcome the enemies that await them.&lt;/p&gt;

&lt;h2&gt;Over Fifty Playable Classes&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;A force consists of characters composed from eight classes or mercenaries awarded during quests.  To defeat their opponents, players must position their forces wisely when engaging in battle - protect the Archers, keep the Warriors on guard, use Knights to disrupt enemy front lines, attack the back ranks with mobile Birdsoldiers, and successfully manage the chaos on the battlefield while the opponent does the same.  Complete quests, earn money, gather equipment, and gain experience to bolster your force.  Unlock new player classes like the Dragon, Robot, or Lich by completing large zones.&lt;/p&gt;

&lt;h2&gt;Fully Moddable&lt;/h2&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;Though there will be an official server with a unique storyline, setting, and characters, the Harmonious engine is designed for modding and players and developers alike will have the ability to run their own servers with completely different elements thanks to Harmonia's built-in scripting language.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:homepage.png|210px|alt=Harmonia Gameplay]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:ClassTree.jpg|210px|alt=Class Promotion Tree]]&lt;div style=&quot;margin-bottom: 16px; clear: both;&quot;&gt;&lt;/div&gt;[[File:homepage_2.png|210px|alt=Custom Retro 3D Engine]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----
&lt;div style=&quot;padding-bottom: 8px; margin-bottom: 20px; background: none repeat scroll 0% 0% rgba(50, 50, 50, 0.6); border-radius: 3px;  text-align: center;&quot;&gt;
&lt;h3 style=&quot;font-variant:small-caps; font-weight: bold; padding-bottom: 0px; margin-bottom: 0px;&quot;&gt;=: Latest News :=&lt;/h3&gt;
&lt;center&gt;&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
[[File:Rss.png|alt=RSS Feed|link=http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss]]&lt;/td&gt;&lt;td&gt;&lt;p id=&quot;rss_header&quot; style=&quot;margin-bottom: 0px; padding-bottom: 0px&quot;&gt;To follow &lt;i&gt;Harmonia&lt;/i&gt; development news, please subscribe to this [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp;view=archives&amp;show=all&amp;feed=rss RSS Feed].&lt;/p&gt;&lt;center&gt;To view older news, check out the [[Blog:News|Development Blog]].&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/center&gt;&lt;/div&gt;{{Special:Wikilog/WikilogTitle:News/1}}
__NOTOC__{{#meta: | Harmonia is an online tactical role-playing game, a fusion of real-time strategy and roguelike MMO gameplay as well as a fully-customizable RPG engine. | Description }}{{#meta: | Harmonia,tactical,game,rpg,online,shining force,moddable,engine | Keywords }}{{#meta: | Harmonia - Multiplayer Tactical RPG | Title }}</text>
    </revision>
  </page>
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    <title>Harmonia Classic</title>
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      <comment>Created page with &quot;&lt;html&gt;     &lt;applet CODEBASE=&quot;.&quot;             ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta26.jar&quot;             CODE=&quot;de.mud.jta.Applet&quot;              WIDTH=590 HEIGHT=360&gt;     ...&quot;</comment>
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      <minor/>
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    <revision>
      <id>1266</id>
      <timestamp>2013-05-19T12:12:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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      <text xml:space="preserve" bytes="487">== Java Telnet Application ==
&lt;html&gt;
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    &lt;/applet&gt;
&lt;/html&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Server Download ==
If you'd like to host your own server, the downloads are here:

* (Coming soon!)</text>
    </revision>
    <revision>
      <id>1268</id>
      <timestamp>2013-05-21T21:25:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1119">== Java Telnet Application ==
&lt;html&gt;
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            ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta.jar&quot;
            CODE=&quot;de.mud.jta.Applet&quot;
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            &lt;param name=&quot;config&quot; value=&quot;http://www.harmonia-online.net/jta/applet.conf&quot;&gt;
    &lt;/applet&gt;
&lt;/html&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1290</id>
      <timestamp>2013-06-14T15:31:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2592">== Java Telnet Application ==
&lt;html&gt;
    &lt;applet CODEBASE=&quot;.&quot;
            ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta.jar&quot;
            CODE=&quot;de.mud.jta.Applet&quot;
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            &lt;param name=&quot;config&quot; value=&quot;http://www.harmonia-online.net/jta/applet.conf&quot;&gt;
    &lt;/applet&gt;
&lt;/html&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No more newbie zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1291</id>
      <timestamp>2013-06-14T15:38:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2880">== Java Telnet Application ==
&lt;html&gt;
    &lt;applet CODEBASE=&quot;.&quot;
            ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta.jar&quot;
            CODE=&quot;de.mud.jta.Applet&quot;
            WIDTH=720 HEIGHT=480&gt;
            &lt;param name=&quot;config&quot; value=&quot;http://www.harmonia-online.net/jta/applet.conf&quot;&gt;
    &lt;/applet&gt;
&lt;/html&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1293</id>
      <timestamp>2013-06-14T15:42:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Java Telnet Application */</comment>
      <text xml:space="preserve" bytes="3027">== Play Online via Java ==
It's highly recommended you download your own version of the game if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD click here]] to play via The Java Telnet Application.

&lt;p&gt;Alternatively, you can connect online via your preferred Telnet app:&lt;br&gt;
&lt;b style=&quot;padding-left: 16px;&quot;&gt;Address&lt;/b&gt;: harmonia-online.net&lt;br&gt;
&lt;b style=&quot;padding-left: 16px;&quot;&gt;Port&lt;/b&gt;: 5000&lt;/p&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1294</id>
      <timestamp>2013-06-14T15:42:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Play Online via Java */</comment>
      <text xml:space="preserve" bytes="3027">== Play Online via Java ==
It's highly recommended you download your own version of the game if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

&lt;p&gt;Alternatively, you can connect online via your preferred Telnet app:&lt;br&gt;
&lt;b style=&quot;padding-left: 16px;&quot;&gt;Address&lt;/b&gt;: harmonia-online.net&lt;br&gt;
&lt;b style=&quot;padding-left: 16px;&quot;&gt;Port&lt;/b&gt;: 5000&lt;/p&gt;

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1295</id>
      <timestamp>2013-06-14T15:43:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Play Online via Java */</comment>
      <text xml:space="preserve" bytes="2947">== Play Online via Java ==
It's highly recommended you download your own version of the game if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Telnet / MUD Client ==
Address: harmonia-online.net&lt;br&gt;
Port:     5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1296</id>
      <timestamp>2013-06-14T15:44:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2872">== Play Online via Java ==
It's highly recommended you download your own version of the game if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1297</id>
      <timestamp>2013-06-14T15:44:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Play Online via Java */</comment>
      <text xml:space="preserve" bytes="2879">== Play Our Server with Telnet ==
It's highly recommended you download your own version of the game if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1298</id>
      <timestamp>2013-06-14T15:45:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Play Our Server with Telnet */</comment>
      <text xml:space="preserve" bytes="2897">== Play via Telnet ==
&lt;b style=&quot;color: #ff0000&quot;&gt;It's highly recommended you download your own version of the game&lt;/b&gt; if you want to play single player.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1299</id>
      <timestamp>2013-06-14T15:46:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2922">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  At the moment, there aren't quests to explore (the goblin quest is unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1300</id>
      <timestamp>2013-06-14T15:47:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2937">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Zone Consolidation!  Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;No More Newbie Zone!  The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.  The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1301</id>
      <timestamp>2013-06-14T15:50:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2959">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.
&lt;/ul&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1302</id>
      <timestamp>2013-06-14T15:50:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2959">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1303</id>
      <timestamp>2013-06-14T15:50:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2964">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.&lt;/ul&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1304</id>
      <timestamp>2013-06-14T15:51:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2964">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic Beta v0.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.&lt;/li&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1)&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1305</id>
      <timestamp>2013-06-14T15:55:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2892">== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
=== Harmonia Classic Beta v0.2 ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.&lt;/li&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
=== Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1) ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1306</id>
      <timestamp>2013-06-14T16:07:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2901">__TOC__

== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
=== Harmonia Classic Beta v0.2 ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.&lt;/li&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
=== Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1) ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1307</id>
      <timestamp>2013-06-14T16:07:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2900">__TOC__
== Play via Telnet ==
It is &lt;b style=&quot;color: #ff0000&quot;&gt;highly recommended&lt;/b&gt; you download your own version of the game if you want to play single player or with friends locally.  However, if you want to look at Harmonia Classic's MUD capability, [[Play_MUD|click here]] to play via The Java Telnet Application.

Alternatively, you can connect online via your preferred Telnet app:

* Address: harmonia-online.net
* Port: 5000

== Downloads ==
If you'd like to play Harmonia as a single-player game, host your own server, or play around with the scripting language, downloads are available here:

&lt;ul&gt;
=== Harmonia Classic Beta v0.2 ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_beta_v0.2.exe Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Random Equipment!  If you roll a new character or fight in the bandit zone, overworld, or goblin cave, you'll notice that the equipment isn't the same.  Most zones in Harmonia will now generate random equipment within certain criteria, so each playthrough of a particular zone is a new experience.&lt;/li&gt;
&lt;li&gt;Quest System!  Your account will be given a preliminary quest to complete.  It's not especially tough, and intended as an introduction to how the questing system works.&lt;/li&gt;
&lt;li&gt;The Questsmith!  The blacksmith, whose role seems unnecessary now, has been replaced with the questsmith.  This humble tradesman gives you fresh, hot quests right out of the oven or whatever.  The current quests are there for testing purposes (the goblin quest is completely unfinished), but it's a very good start.&lt;/li&gt;
&lt;li&gt;Party/UI Enhancements!  It's much easier to tell which character is selected now.  Your party will automatically be grouped when they log in, which should prevent a big headache.&lt;/li&gt;

Temporary / Permanent Removals:
&lt;li&gt;Several zones are, unfortunately, currently disabled to make way for some consolidation and facelift projects.  Incomplete zones will be off-limits until they've been fleshed out a lot more.  Some zones may not make the cut, and their resources will be used elsewhere.&lt;/li&gt;
&lt;li&gt;The new quest system will replace the boring and tl;dr-heavy newbie tutorial zone, which has been removed.  The next release will focus on putting these quests in.&lt;/li&gt;
&lt;li&gt;The grouping system is being changed in favor of something leaner and meaner, so it's disabled for now.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
=== Harmonia Classic v0.1 Release Candidate 2 (or, Beta v0.1) ===
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/harmonia-classic_v0.1-rc2.exe Link]&lt;/li&gt;

&lt;b style=&quot;color: #ffffff;&quot;&gt;Note&lt;/b&gt;: This is the first public release of the server and its scripting files, so it's bound to have some undiscovered bugs, typos, and general oversights in regards to gameplay and newbie friendliness!  Also, &lt;b style=&quot;color: #ffffff;&quot;&gt;some things are not yet included&lt;/b&gt;, such as the new Tutorial Zone.  Having said all that, have fun! :D
&lt;/ul&gt;</text>
    </revision>
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      <timestamp>2012-09-23T09:26:19Z</timestamp>
      <contributor>
        <username>Bscotty95</username>
        <id>58</id>
      </contributor>
      <comment>Tips and tricks for you to find and make the right decision on your Toronto based recording studio. It is difficult as it is to sift thorugh all the garbage so these steps will hopefully help you mkae the right decision.</comment>
      <text xml:space="preserve" bytes="3111">Regarding the wide wide variety of software selection out there for tracking audio at your property or home, you may perhaps come to a place in your sound tracking where you require to take what you are arranging to the next step. Walking into a skilled tracking studio in Toronto may seem like a horrifying and daunting time, but what it comes down to is the level of quality of infrastructure and staff experience is unparalleled to what you can do when you work on Do-it-yourself ventures at your residence.&lt;br/&gt;&lt;br/&gt;At which time you have eventually decided to move to a expert studio, you need to discover a space and offering that gives you the independence and recognizes your music from the start.&lt;br/&gt;&lt;br/&gt;It is especially advisable to explore more than one audio recording studio in Toronto to decide upon what might be the most important match for you and your musical organization. Each sound recording and each melodious category is uncommon and people professionally being employed in audio recording would be able to more fluidly work with your music if they simply interpret it at its root.&lt;br/&gt;&lt;br/&gt;Here are a some methods that you require to look out for in terms of making that arduous call with figuring out the correct studio :&lt;br/&gt;&lt;br/&gt;One. Price tag&lt;br/&gt;&lt;br/&gt;Of course the price point is very important. Most probable, as a instrumentalist, you possibly do not have a whole lot of funds sitting around to drop on pro recording. Each penny has to add up and the starting point price point of your recording appointment is greatly important towards making this decision.&lt;br/&gt;&lt;br/&gt;Two. Total tracking hrs educated guess&lt;br/&gt;&lt;br/&gt;This is a bit more difficult to resolve, but it is faithfully related to the pricing point I made above. You need to progress a healthy and independent tip of just how long it may take for you to record your cd. This can be determined based on the number of songs on your full span album (or LP/EP), how long each song is on average and a essential understanding of how fast your group usually functions and how simple you work together in terms of cooperation, re-takes and other associated items.&lt;br/&gt;&lt;br/&gt;3. Referrals and Reviews&lt;br/&gt;&lt;br/&gt;Find various other performers or bands that have used the studio in the past! This without any doubt can't hurt. Speak to them, if you can! Find out what they like about the spot, what their experience was like and perhaps what they didnt like regarding their recording experience. This point can be good for making any purchase, but is especially relevant when choosing a recording studio.&lt;br/&gt;&lt;br/&gt;Four. Equipment&lt;br/&gt;&lt;br/&gt;Do you have all that you need? Or do you require the studio to supply some strategies? Did you want to experiment with new equiptment, different sounds or perhaps did you wish to pay a musician to harmonize with your sound experience and combine alot more layers to your music? This is indeed relevant and will affect the price and overall pricetag greatly.&lt;br/&gt;&lt;br/&gt;Hopefully these tips will help you when making the difficult decision towards going with a recording studio in downtown Toronto!</text>
    </revision>
  </page>
  <page>
    <title>Indielove</title>
    <ns>0</ns>
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      <id>1025</id>
      <timestamp>2012-09-02T14:33:59Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;Hello, I'd like to tell you a bit about the Harmonia project, a real-time tactical RPG based on the Shining Force series.  The game will focus on each player's strategic posit...&quot;</comment>
      <text xml:space="preserve" bytes="1535">Hello, I'd like to tell you a bit about the Harmonia project, a real-time tactical RPG based on the Shining Force series.  The game will focus on each player's strategic positioning and management of relatively small forces (probably 2-5 heroes each) and they will join up with other players to form battalions which engage in large-scale combat with each other and NPC armies.

Heroes begin as one of 8 basic classes, most of which will be familiar to any RPG player, but they progress through a forked promotion tree resulting in a whopping 56 classes, each with unique play styles and abilities to contribute to the force.  There will also be unlockable and unique classes awarded to players who complete exceptional quests.

Harmonia also features a highly customizable engine with a simple scripting language to customize all the game's assets.  Anyone who owns the game will be able to create custom content, zones, campaigns, etc.  The intention is that when players have completed the main Harmonia storyline, they can stick around for PvP or explore other player-made worlds, connected through the hub at the main Harmonia server.

If you're at the 4th paragraph now and are still interested, have a look at our website.  We have a semi-playable pre-alpha available for download (though it has only a handful of gameplay elements so far), some demo videos, and the latest development news.  If you like what you see, I'd love to arrange a preview or an interview with the lead developer.

Thanks for your attention.
--Miles V.</text>
    </revision>
  </page>
  <page>
    <title>Looking for Artists</title>
    <ns>0</ns>
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      <timestamp>2012-08-18T06:06:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Redirected page to [[Blog:News/We're looking for artists!]]</comment>
      <text xml:space="preserve" bytes="50">#REDIRECT [[Blog:News/We're_looking_for_artists!]]</text>
    </revision>
  </page>
  <page>
    <title>Main Page</title>
    <ns>0</ns>
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      <timestamp>2012-08-19T19:15:56Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <comment>Metafarion moved page [[Main Page]] to [[Harmonia]]: Main Page is not very descriptive</comment>
      <text xml:space="preserve" bytes="22">#REDIRECT [[Harmonia]]</text>
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  <page>
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      <timestamp>2012-08-19T19:18:03Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <comment>Created page with &quot;Harmonia&quot;</comment>
      <text xml:space="preserve" bytes="8">Harmonia</text>
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      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot; * navigation ** mainpage|mainpage-description ** Wikilog:News|News ** portal-url|portal ** currentevents-url|currentevents ** recentchanges-url|recentchanges ** randompage-ur...&quot;</comment>
      <text xml:space="preserve" bytes="235">
* navigation
** mainpage|mainpage-description
** Wikilog:News|News
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <timestamp>2012-05-07T20:23:36Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="272">
* Connect
** Play the Game!
* navigation
** mainpage|mainpage-description
** Blog:News|Development News
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
    </revision>
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      <timestamp>2012-05-07T20:25:17Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="277">
* Connect
** Link|Play the Game!
* navigation
** mainpage|mainpage-description
** Blog:News|Development News
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** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="281">
* Connect
** mainpage|Play the Game!
* navigation
** mainpage|mainpage-description
** Blog:News|Development News
** portal-url|portal
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** recentchanges-url|recentchanges
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* SEARCH
* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>10</id>
      <timestamp>2012-05-07T20:34:01Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="271">
* navigation
** about|About
** Blog:News|Development News
** Documentation|Documentation
**
** Play
**
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** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>11</id>
      <timestamp>2012-05-07T20:34:37Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="282">
* navigation
** about|About
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**  |
** play|Play
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    </revision>
    <revision>
      <id>12</id>
      <timestamp>2012-05-07T20:35:28Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="294">
* navigation
** about|About
** Blog:News|Development News
** Documentation|Documentation
**  |
**  |
** play|Play
**  |
**  |
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** recentchanges-url|recentchanges
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** helppage|help
* SEARCH
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    </revision>
    <revision>
      <id>29</id>
      <timestamp>2012-05-11T22:19:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="274">
* navigation
** about|About
** Blog:News|News
** Documentation|Guide
**  |
**  |
** play|Play
**  |
**  |
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** helppage|help
* SEARCH
* TOOLBOX
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    </revision>
    <revision>
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      <timestamp>2012-05-11T22:22:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="285">* navigation
** about|About
** Blog:News|Development News
** Documentation|Guide
**  |
**  |
** play|Play
**  |
**  |
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** recentchanges-url|recentchanges
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** helppage|help
* SEARCH
* TOOLBOX
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    </revision>
    <revision>
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      <timestamp>2012-05-13T02:46:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="315">* navigation
** about|About
** Blog:News|Development News
** checklist|Upcoming Features / Bugs
**  |
**  |
** play|Play
** guide|Guide
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**  |
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** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>64</id>
      <timestamp>2012-05-13T02:54:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="300">* navigation
** about|About
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**  |
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    </revision>
    <revision>
      <id>75</id>
      <timestamp>2012-05-13T04:08:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="327">* navigation
** about|About
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    <revision>
      <id>76</id>
      <timestamp>2012-05-13T04:08:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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      <text xml:space="preserve" bytes="327">* navigation
** about|About
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**  |
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      <id>78</id>
      <timestamp>2012-05-13T04:10:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="315">* navigation
** about|About
** Blog:News|Development News
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**  |
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      <id>79</id>
      <timestamp>2012-05-13T04:13:46Z</timestamp>
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        <username>SimonLB</username>
        <id>3</id>
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** about|About
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** ----
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** about|About
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*
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      <id>82</id>
      <timestamp>2012-05-13T04:15:11Z</timestamp>
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        <id>3</id>
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* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="313">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
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      <text xml:space="preserve" bytes="332">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
** todo|To-Do List
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
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      </contributor>
      <text xml:space="preserve" bytes="333">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
** Current Projects
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
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      </contributor>
      <text xml:space="preserve" bytes="342">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
** projects|Current Projects
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
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      </contributor>
      <text xml:space="preserve" bytes="418">* navigation
** about|About
** Blog:News|Development News [http://shiningmud.ctrl-shift.net/mediawiki/index.php?title=Blog:News&amp; RSS]
** feedback|Feedback
** projects|Current Projects
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
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      </contributor>
      <text xml:space="preserve" bytes="342">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
** projects|Current Projects
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
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      </contributor>
      <text xml:space="preserve" bytes="357">* navigation
** about|About
** Blog:News|Development News
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
      <id>252</id>
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      <contributor>
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      </contributor>
      <text xml:space="preserve" bytes="345">* navigation
** about|About
** Blog:News|Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="364">* navigation
** Home|Home
**  |
** about|About
** Blog:News|Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="369">* navigation
** Main_Page|Home
**  |
** about|About
** Blog:News|Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="381">* navigation
** Main_Page|Home
**  |
** about|About
** Blog:News|Development Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
* SEARCH
* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="373">* navigation
** Main_Page|Home
**  |
** about|About
** Blog:News|Development Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help

* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="342">* navigation
** Main_Page|Home
**  |
** Blog:News|Development Blog
** feedback|To-Do List
**  |
** story|Story
** zones|Zones
** play|Play MUD
** guide|Guide
** contact|Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="342">* navigation
** Main_Page|Home
**  |
** Blog:News|Development Blog
** feedback|To-do List
**  |
** story|Story
** zones|Zones
** play|Play MUD
** guide|Guide
** contact|Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="349">* navigation
** Main_Page|Home
**  |
** Blog:News|Development Blog
** feedback|Bugs / To-do List
**  |
** story|Story
** zones|Zones
** play|Play MUD
** guide|Guide
** contact|Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="360">* navigation
** Main_Page|Home
**  |
** Blog:News|Development Blog
** feedback|Bugs / To-do List
** zones|Zone Development
**  |
** story|Story
** play|Play MUD
** guide|Guide
** contact|Contact
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="366">* navigation
** Main_Page|Home
**  |
** Blog:News|Development Blog
** play|Play MUD
** story|Story
** guide|Guide
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="390">* navigation
** Main_Page|Home
** Blog:News|Development Blog
**  |
** play|Play MUD
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|portal
** currentevents-url|currentevents
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="247">* navigation
** Main_Page|Home
** Blog:News|Development Blog
**  |
** play|Play MUD
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>587</id>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="274">* navigation
** Main_Page|Home
** Blog:News|Development Blog
** Screenshots|Screenshots
**  |
** play|Play MUD
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <timestamp>2012-08-12T17:24:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="315">* navigation
** Main_Page|Home
** Blog:News|Development Blog
** Screenshots|Screenshots
**  |
** play|&lt;font color=&quot;#ccffff&quot;&gt;&lt;b&gt;Play Harmonia&lt;/b&gt;&lt;/font&gt;
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="287">* navigation
** Main_Page|Home
** Blog:News|Development Blog
** Screenshots|Screenshots
**  |
** play|Play Harmonia!&lt;/font&gt;
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="280">* navigation
** Main_Page|Home
** play|Play Harmonia!
** Blog:News|Development Blog
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="291">* navigation
** Main_Page|Home
** play|Downloads / Play Harmonia
** Blog:News|Development Blog
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="282">* navigation
** Main_Page|Home
** play|Downloads / Play
** Blog:News|Development Blog
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="324">* navigation
** Main_Page|Home
** play|Downloads / Play
** Blog:News|Development Blog
** [www.harmonia-online.net/forum]|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="326">* navigation
** Main_Page|Home
** play|Downloads / Play
** Blog:News|Development Blog
** [[www.harmonia-online.net/forum]]|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="322">* navigation
** Main_Page|Home
** play|Downloads / Play
** Blog:News|Development Blog
** www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="329">* navigation
** Main_Page|Home
** play|Downloads / Play
** Blog:News|Development Blog
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="335">* navigation
** Main_Page|Home
**  |
** play|Downloads / Play
** Blog:News|Development Blog
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="369">* navigation
** Main_Page|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Connect to MUD
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>732</id>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="370">* navigation
** Main_Page|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>833</id>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="369">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
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      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="468">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent changes
** Staff|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>898</id>
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      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="473">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent changes
** Staff:Main|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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    <revision>
      <id>919</id>
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      <contributor>
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      <text xml:space="preserve" bytes="473">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-Do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent changes
** Staff:Main|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
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      <timestamp>2012-08-23T16:21:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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      <text xml:space="preserve" bytes="473">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-Do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent Changes
** Staff:Main|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>1029</id>
      <timestamp>2012-09-03T14:50:34Z</timestamp>
      <contributor>
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        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="496">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|'''Downloads / Play'''
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Videos|Videos
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-Do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent Changes
** Staff:Main|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
    <revision>
      <id>1030</id>
      <timestamp>2012-09-03T14:50:47Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="490">* navigation
** Harmonia|Home
** Blog:News|Development Blog
**  |
** play|Downloads / Play
** Getting_Started|Getting Started
** http://www.harmonia-online.net/forum|Forums
**  |
** Videos|Videos
** Screenshots|Screenshots
** story|Story
**  |
** feedback|Bugs / To-Do List
** zones|Zone Development
** Command_Reference|Command Reference
**  |
** portal-url|Community Portal
** Special:Recentchanges|Recent Changes
** Staff:Main|Staff Portal
**  |
** contact|Contact

* TOOLBOX
* LANGUAGES</text>
    </revision>
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    <revision>
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      <timestamp>2012-06-29T15:19:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
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      <comment>Created page with &quot;[Posted by $7 to [[$1|$2]] on $8 at $9 ($15), $10.]&quot;</comment>
      <text xml:space="preserve" bytes="51">[Posted by $7 to [[$1|$2]] on $8 at $9 ($15), $10.]</text>
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      <contributor>
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      <comment>Created page with &quot;HURPDURP.&quot;</comment>
      <text xml:space="preserve" bytes="9">HURPDURP.</text>
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      <timestamp>2012-06-29T14:31:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
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      <comment>Blanked the page</comment>
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    <revision>
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      <timestamp>2012-06-29T14:31:27Z</timestamp>
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      <timestamp>2012-07-14T21:16:28Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <comment>Created page with &quot;* navigation ** Main_Page|Home **  | ** about|About ** Blog:News|Development Blog ** feedback|Feedback ** projects|Current Projects ** zones|Zones **  | ** play|Play ** guide|...&quot;</comment>
      <text xml:space="preserve" bytes="219">* navigation
** Main_Page|Home
**  |
** about|About
** Blog:News|Development Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact
* LANGUAGES</text>
    </revision>
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      <timestamp>2012-07-14T21:19:34Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
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      <text xml:space="preserve" bytes="207">* navigation
** Main_Page|Home
**  |
** about|About
** Blog:News|Development Blog
** feedback|Feedback
** projects|Current Projects
** zones|Zones
**  |
** play|Play
** guide|Guide
** contact|Staff / Contact</text>
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      <timestamp>2012-08-21T13:39:05Z</timestamp>
      <contributor>
        <username>DudeMan</username>
        <id>12</id>
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      <comment>DudeMan moved page [[PR]] to [[Staff:PR]]: Protect from prying eyes</comment>
      <text xml:space="preserve" bytes="22">#REDIRECT [[Staff:PR]]</text>
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      <timestamp>2012-07-29T12:45:58Z</timestamp>
      <contributor>
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      <comment>Created page with &quot;PENII&quot;</comment>
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  <page>
    <title>Pitch</title>
    <ns>0</ns>
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    <revision>
      <id>453</id>
      <timestamp>2012-07-27T17:00:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an a...&quot;</comment>
      <text xml:space="preserve" bytes="1468">Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers with their permission.</text>
    </revision>
    <revision>
      <id>454</id>
      <timestamp>2012-07-27T17:02:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1483">Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers with their permission.</text>
    </revision>
    <revision>
      <id>455</id>
      <timestamp>2012-07-27T17:04:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1558">Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine as well as a game.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers with their permission.</text>
    </revision>
    <revision>
      <id>456</id>
      <timestamp>2012-07-27T17:05:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1540">Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers with their permission.</text>
    </revision>
    <revision>
      <id>457</id>
      <timestamp>2012-07-27T17:06:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1550">Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.</text>
    </revision>
    <revision>
      <id>504</id>
      <timestamp>2012-07-29T23:04:59Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="3267">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust but easily customizable game engine called Harmonious.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own online games hosted on their own servers.  The Harmonious engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with unlimited possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.</text>
    </revision>
    <revision>
      <id>505</id>
      <timestamp>2012-07-29T23:05:34Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>/* Pitch after ferocious nit-picking */</comment>
      <text xml:space="preserve" bytes="3260">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust but easily customizable game engine called Harmonious.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonious engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with unlimited possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.</text>
    </revision>
    <revision>
      <id>506</id>
      <timestamp>2012-07-29T23:31:15Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>/* Pitch after ferocious nit-picking */</comment>
      <text xml:space="preserve" bytes="3253">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.</text>
    </revision>
    <revision>
      <id>509</id>
      <timestamp>2012-07-31T00:20:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3922">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -
&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -
(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -
&quot;Harmonia was originally a hobby project; an experiment to combine the gameplay of MUDs, Roguelikes, and</text>
    </revision>
    <revision>
      <id>510</id>
      <timestamp>2012-07-31T01:15:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4237">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -
&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -
(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -
&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

-</text>
    </revision>
    <revision>
      <id>511</id>
      <timestamp>2012-07-31T01:23:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4537">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -
&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -
(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -
&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- We won't have good quest footage for a while, so let's talk about a scenario that would happen.  Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -
&quot;We're still working on gameplay in the new 3D environment, so let's run through a typical scenario in Harmonia.</text>
    </revision>
    <revision>
      <id>512</id>
      <timestamp>2012-07-31T02:12:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5962">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -
&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -
(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -
&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- We won't have good quest footage for a while, so let's talk about a scenario that would happen.  Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -
&quot;We're still translating Harmonia's gameplay into the new 3D environment, so let's run through a typical scenario in the game.  You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -
&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Slow Footage of &quot;Art&quot; -</text>
    </revision>
    <revision>
      <id>513</id>
      <timestamp>2012-07-31T02:54:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Video Script */</comment>
      <text xml:space="preserve" bytes="10848">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -
&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -
(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -
&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -
&quot;We're working frantically to get a playable Alpha we can send out to supporters.  But, since we don't have one yet, I'll describe a typical Harmonia gameplay experience.

&quot;You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -
&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -
&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -
&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -
&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>514</id>
      <timestamp>2012-07-31T02:54:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="10856">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;We're working frantically to get a playable Alpha we can send out to supporters.  But, since we don't have one yet, I'll describe a typical Harmonia gameplay experience.

&quot;You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>515</id>
      <timestamp>2012-07-31T02:55:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7601">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;We're working frantically to get a playable Alpha we can send out to supporters.  But, since we don't have one yet, I'll describe a typical Harmonia gameplay experience.

&quot;You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>516</id>
      <timestamp>2012-07-31T02:55:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7602">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;Harmonia was originally an experiment to combine gameplay of MUDs, Roguelikes, and the tactical RPG &lt;i&gt;Shining Force&lt;/i&gt;.  After over five years of development, this text-based game grew from an ambitious hobby project into a serious product that deserved to finished, polished, and sent out into the real world.  For the last three months, we've been making the leap from text to 3D so everyone can play Harmonia.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;We're working frantically to get a playable Alpha we can send out to supporters.  But, since we don't have one yet, I'll describe a typical Harmonia gameplay experience.

&quot;You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>519</id>
      <timestamp>2012-07-31T22:19:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Video Script */</comment>
      <text xml:space="preserve" bytes="7541">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock 

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;We're working frantically to get a playable Alpha we can send out to supporters.  But, since we don't have one yet, I'll describe a typical Harmonia gameplay experience.

&quot;You and your force, a Knight, Magician, Archer, and Priest, join forces with a friend's force to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker forces.  You are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>520</id>
      <timestamp>2012-07-31T23:22:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7977">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock to bring Harmonia into the 3D world and produce a playable Alpha build as quickly as possible for all of our backers to play while waiting for the final product.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;I'd like to show you a typical scenario in the game, but the new gameplay client is still very early in development, so I'll describe to you a typical Harmonia gameplay experience.

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  

So, we've split our fund-raising targets into three categories:
1) The amount we feel can safely raise to finish the engine,
2) The amount necessary to create a great game with a great story,
and 3) The amount we'd need to make the complete game we truly want to make.

For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>526</id>
      <timestamp>2012-08-03T19:22:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="9527">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock to bring Harmonia into the 3D world and produce a playable Alpha build as quickly as possible for all of our backers to play while waiting for the final product.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  

So, we've split our fund-raising targets into three categories:
1) The amount we feel can safely raise to finish the engine,
2) The amount necessary to create a great game with a great story,
and 3) The amount we'd need to make the complete game we truly want to make.

For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;

--Prison Scenario--
&quot;I'd like to show you a typical scenario in the game, but the new gameplay client is still very early in development, so I'll describe to you a typical Harmonia gameplay experience.

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;

--Rebel Base Scenario--
&quot;I'd like to show you a typical scenario in the game, but the new 3D client is still very early in development, so for this demonstration, we'll be using the old text-based engine.  Gameplay will be radically different in the new version, relying on a HUD overlay and more emphasis on mouse control, similar to a real-time strategy game like Starcraft or DoTA.

&quot;Rebel forces have taken an ancient artefact, and your force has been sent in to retrieve it.  

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;</text>
    </revision>
    <revision>
      <id>527</id>
      <timestamp>2012-08-03T20:25:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="9023">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock to bring Harmonia into the 3D world and produce a playable Alpha build as quickly as possible for all of our backers to play while waiting for the final product.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;I'd like to show you a typical scenario in the game, but the new gameplay client is still very early in development, so I'll describe to you a typical Harmonia gameplay experience.

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;
&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  

So, we've split our fund-raising targets into three categories:
1) The amount we feel can safely raise to finish the engine,
2) The amount necessary to create a great game with a great story,
and 3) The amount we'd need to make the complete game we truly want to make.

For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>533</id>
      <timestamp>2012-08-05T22:30:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="9035">==Original Pitch==
Harmonia, at its core, it comprised of two things - firstly, it's an online TRPG (Tactical Role-Playing Game) where players control a band of heroes who fight together as an army on the battlefield.  Your force explores the landscape, traverses large dungeons, completes quests, and engages in strategic combat against other armies.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Secondly, Harmonia is a platform for players and developers to create their own online games and host their own servers.  All of the game's assets, including zones, character classes, and abilities, are written using a lightweight, flexible scripting environment called Harmonious.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations while they're playing them.  In essence, Harmonia is a moddable tactical RPG engine.

Both of these elements together provide for an online gaming experience with potentially unlimited possibilities.  Once a player completes all of the content provided by our official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and, with the creator's permission, integrate it into our official servers.


==Pitch after ferocious nit-picking==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.


==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock to bring Harmonia into the 3D world and produce a playable Alpha build as quickly as possible for all of our backers to play while waiting for the final product.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;At this point, I'd love to show you a typical scenario in the game, but the new 3D client isn't yet at the level to show off everything that the Harmonia engine can do, nor does it represent what the final gameplay will be.  So, instead, I'll walk you through the upcoming Cursed Prison zone and describe what a typical Harmonia experience could be.

&quot;You've teamed up with two friends to form a large force of 12 characters.  You control your own characters using an real-time strategy interface like Starcraft or DoTA.

&quot;As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, the prison gate opens, and you're allowed to enter.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay Demon Warden at the end of the zone.  As a reward for liberating the prison, you'll naturally get a variety of quality loot, but also a new player character with unique abilities.  You can swap this character out 

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  

So, we've split our fund-raising targets into three categories:
1) The amount we feel can safely raise to finish the engine,
2) The amount necessary to create a great game with a great story,
and 3) The amount we'd need to make the complete game we truly want to make.

For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
    <revision>
      <id>854</id>
      <timestamp>2012-08-20T19:22:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7434">==Pitch==
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game casts you as leader of a band of heroes fighting alongside other players' forces.  Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield.  As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers.  The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language.  These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them.  In this way Harmonia provides an infinitely moddable tactical RPG engine.

Together these elements create an online gaming experience with limitless possibilities.  Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content.  This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

==Video Script==
- Fade intro image to several 4-second clips of gameplay footage.  Harmonia theme in the background. -

- Cut to Simon after some video footage -

&quot;Hello, I'm Simon Bielman, lead developer for Baroque Creations, and this is Harmonia.&quot;

- Various longer demonstration clips with subtitles.  Simon speaks while clips play.  The clips relate to the text. -

(This is where I say everything that's in the pitch.)

- Next segment is history.  Show clips of MUDs (get a Circlemud client), our own MUD, early client footage, and current client footage. -

&quot;When development began on Harmonia over five years ago, it was an experiment to combine the gameplay of MUDs, Roguelikes, and tactical RPGs like the Shining Force series into a single online game.  Over time, it steadily grew from an ambitious hobby project into a really fun text-based game with enormous potential.  We've been working around the clock to bring Harmonia into the 3D world and produce a playable Alpha build as quickly as possible for all of our backers to play while waiting for the final product.&quot;

- Use current gameplay footage from this, with a 'Work in Progress' caption of some sort. -

&quot;At this point, I'd love to show you a typical scenario in the game, but the new 3D client isn't yet at the level to show off everything that the Harmonia engine can do, nor does it represent what the final gameplay will be.  So, instead, I'll walk you through the upcoming Cursed Prison zone and describe what a typical Harmonia experience could be.

&quot;You've teamed up with two friends to form a large force of 12 characters.  You control your own characters using an real-time strategy interface like Starcraft or DoTA.

&quot;As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, the prison gate opens, and you're allowed to enter.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay Demon Warden at the end of the zone.  As a reward for liberating the prison, you'll naturally get a variety of quality loot, but also a new player character with unique abilities.  You can swap this character out 

&quot;You and your force, join forces with a friend's army to liberate the Cursed Prison.  Your force is controlled using an interface similar to Starcraft or DoTA.  As you approach the prison gate, a large group of undead guards swarm your party from all sides.  You frantically scramble to reposition your forces and protect your weaker characters.  After a hard-fought battle, you are able to defeat the enemy with strategic positioning, effective teamwork, and clever use of your force's abilities.

&quot;To advance through the prison, you must sneak through corridors in the cover of darkness to avoid being seen, talk to prisoners to gather clues, solve puzzles to open sealed doors, defeat swarms of undead creatures, and finally slay the demonic warden himself.  As a reward for liberating the prison, you and your friend each recruit a randomly-generated, imprisoned NPC as a new force member.  Your new recruit, a young wizard with powerful earth magic, stays in your reserve forces until you swap her into your party back at Harmonia Castle.&quot;

- Development footage montage. -

&quot;This is just one of many scenarios that can be created using the Harmonia engine.  Unique maps, mobs, equipment, abilities, quests, and rewards can be made using any text editor, and adding third-party zones into your own server is as easy as dragging-and-dropping it into the 'scripts' folder.&quot;

- Now it's time to talk about Kickstarter funding. -

&quot;We know we can make this game.  The server is already up and running, and several zones are already complete.  We've come this far - now it's time to go further.

(brain just got dumb - cranking this out quickly)
- Show bullet points over a still image as stuff is listed off. -

&quot;We have big plans for Harmonia, but because of our small size and unknown status, we're also realistic about our goals and fund-raising targets.  

So, we've split our fund-raising targets into three categories:
1) The amount we feel can safely raise to finish the engine,
2) The amount necessary to create a great game with a great story,
and 3) The amount we'd need to make the complete game we truly want to make.

For $15,000, we'll be able to finish the server, the new 3D game client, hire an artist to make a variety sprites and stylized game art, polish gameplay, and produce a solid game engine in which players can make their own massive games.

&quot;For $25,000, we'll have enough funding to add loads of content, more art, an exciting adventure soundtrack, a total of 50 player classes accessible due to a branching class promotion system, and a chapter-driven storyline that takes you to far-away lands and terrifying realms.

&quot;For $35,000, we can make the game we truly want to make.  If we reach this goal, we can add character customization, a variety of real-time scripting tools, a wealth of documentation for mod developers, and a PvP skirmish mode with ladder rankings and multiple game modes.&quot;

- Cut back to Simon!  Overlay BIG LINKS as they're mentioned. -

&quot;We hope you'll support this project so we can really get this game off the ground.  If you like what you've seen so far, you can help this project along by spreading the word and encouraging others to donate.  If you'd like to keep updated on our progress, check out our Facebook page, follow me on twitter, or subscribe to our Development blog.

&quot;Thanks for watching!&quot;</text>
    </revision>
  </page>
  <page>
    <title>Play</title>
    <ns>0</ns>
    <id>9</id>
      <sha1>5mlmd7czajlxe2sfb48spr7c7ildxxx</sha1>
    <revision>
      <id>28</id>
      <timestamp>2012-05-09T09:01:01Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;So ShiningMUD is a MUD right now.  It is accessible via telnet.   But eventually it will have a client that you download from here.  Or maybe it will just be a java applet tha...&quot;</comment>
      <text xml:space="preserve" bytes="340">So ShiningMUD is a MUD right now.  It is accessible via telnet.


But eventually it will have a client that you download from here.  Or maybe it will just be a java applet that you run from here.  Or maybe we will invent a brain interface that allows you to play simply by thinking about it.

Probably that last one; that seems most likely.</text>
    </revision>
    <revision>
      <id>45</id>
      <timestamp>2012-05-12T06:03:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="350">&lt;i&gt;Scars of Harmonia&lt;/i&gt; is a MUD right now.  It is accessible via telnet.

But eventually it will have a client that you download from here.  Or maybe it will just be a java applet that you run from here.  Or maybe we will invent a brain interface that allows you to play simply by thinking about it.

Probably that last one; that seems most likely.</text>
    </revision>
    <revision>
      <id>99</id>
      <timestamp>2012-05-14T01:45:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="238">[[File:play.png]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.  If you would like to help with testing and try the game, please contact Synival directly here: [mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>101</id>
      <timestamp>2012-05-14T01:47:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="244">[[File:play.png|frame]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.  If you would like to help with testing and try the game, please contact Synival directly here: [mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>102</id>
      <timestamp>2012-05-14T01:47:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="244">[[File:play.png|thumb]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.  If you would like to help with testing and try the game, please contact Synival directly here: [mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>103</id>
      <timestamp>2012-05-14T01:50:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="244">[[File:play.png|frame]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.  If you would like to help with testing and try the game, please contact Synival directly here: [mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>105</id>
      <timestamp>2012-05-14T01:52:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="245">[[File:play.png|frame]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.

If you would like to help with testing and try the game, please contact Synival directly here:

[mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>106</id>
      <timestamp>2012-05-14T01:52:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="240">[[File:play.png|frame]]

&lt;i&gt;Scars of Harmonia&lt;/i&gt; is currently in semi-private Alpha stages.

If you would like to help with testing and try the game, please contact Synival directly:

[mailto:simon@simonbielman.com simon@simonbielman.com].</text>
    </revision>
    <revision>
      <id>163</id>
      <timestamp>2012-05-20T15:14:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1012">[[File:play.png|frame]]

&lt;i&gt;Tales of Harmonia&lt;/i&gt; is currently in a public Alpha phase!

If you would like to play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* &lt;b&gt;MUD clients will not work.&lt;/b&gt;  &lt;i&gt;Tales of Harmonia&lt;/i&gt; takes commands as single characters, not lines, so if you're a MUDder, your macros will not work.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>164</id>
      <timestamp>2012-05-20T15:15:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1077">[[File:play.png|frame]]

&lt;i&gt;Tales of Harmonia&lt;/i&gt; is currently in a public Alpha phase!

If you would like to play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* &lt;b&gt;MUD clients will not work.&lt;/b&gt;  &lt;i&gt;Tales of Harmonia&lt;/i&gt; takes commands as single characters, not lines, so if you're a MUDder, your macros will not work.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>207</id>
      <timestamp>2012-05-25T14:17:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1148">[[File:play.png|frame]]

&lt;i&gt;Tales of Harmonia&lt;/i&gt; is currently in a public Alpha phase!  You can connect and play aroun, but at the moment, it is very lonely.

If you would like to play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* &lt;b&gt;MUD clients will not work.&lt;/b&gt;  &lt;i&gt;Tales of Harmonia&lt;/i&gt; takes commands as single characters, not lines, so if you're a MUDder, your macros will not work.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>208</id>
      <timestamp>2012-05-25T14:19:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1243">[[File:play.png|frame]]

&lt;i&gt;Tales of Harmonia&lt;/i&gt; is currently in a public Alpha phase!  You can connect and play aroun, but at the moment, it is very lonely.

If you would like to play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>354</id>
      <timestamp>2012-07-15T20:50:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1286">[[File:play.png|frame]]

&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!  &lt;u&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game&lt;/u&gt;, but you can get an ASCII preview of the game's content and gameplay elements.

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>355</id>
      <timestamp>2012-07-15T20:51:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1309">[[File:play.png|frame]]

&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!

&lt;font color=&quot;#ff7777&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt;

but you can get an ASCII preview of the game's content and gameplay elements.

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>356</id>
      <timestamp>2012-07-15T20:53:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1474">[[File:play.png|frame]]

&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!

&lt;font color=&quot;#ff7777&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>357</id>
      <timestamp>2012-07-15T20:53:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1541">[[File:play.png|frame]]
__NOTITLE__
&lt;table&gt;&lt;tr&gt;&lt;td&gt;&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;font color=&quot;#ff7777&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>358</id>
      <timestamp>2012-07-15T20:54:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1588">__NOTITLE__
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;font color=&quot;#ff7777&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;td&gt;[[File:play.png|frame]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>359</id>
      <timestamp>2012-07-15T20:55:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1596">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;td&gt;[[File:play.png|frame]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>360</id>
      <timestamp>2012-07-15T20:55:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1611">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

   - 3D environment
   - Graphical HUD
   - Fantasy soundtrack
   - Development Tools
   - &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;td&gt;[[File:play.png|frame]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>361</id>
      <timestamp>2012-07-15T20:56:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1596">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

- 3D environment
- Graphical HUD
- Fantasy soundtrack
- Development Tools
- &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;td&gt;[[File:play.png|frame]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>362</id>
      <timestamp>2012-07-15T20:56:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1596">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;Test!&lt;/td&gt;&lt;td&gt;[[File:play.png|frame]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>363</id>
      <timestamp>2012-07-15T20:56:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1582">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;

To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>364</id>
      <timestamp>2012-07-15T20:57:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1581">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;
&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;

&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game.&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D environment
* Graphical HUD
* Fantasy soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>366</id>
      <timestamp>2012-07-15T20:59:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1607">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

&lt;i&gt;+ 3D Environment
+ Customizable Characters
+ Graphical HUD
+ Fantasy Soundtrack
+ Development Tools
+ ...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>367</id>
      <timestamp>2012-07-15T20:59:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1649">__NOTITLE__
&lt;h2 style=&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

&lt;h3&gt;3D Environment&lt;/h3&gt;
&lt;h3&gt;Customizable Characters&lt;/h3&gt;
&lt;h3&gt;Graphical HUD&lt;/h3&gt;
&lt;h3&gt;Fantasy Soundtrack&lt;/h3&gt;
&lt;h3&gt;Development Tools&lt;/h3&gt;
&lt;h3&gt;&lt;i&gt;...and more!&lt;/i&gt;&lt;/h3&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>368</id>
      <timestamp>2012-07-15T21:00:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1607">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

&lt;p&gt;* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/p&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
To play, please use a Telnet client and connect here:

* Address: &lt;b&gt;shiningmud.ctrl-shift.net&lt;/b&gt;
* Port: &lt;b&gt;5000&lt;/b&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>369</id>
      <timestamp>2012-07-15T21:01:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1607">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;To play, please use a Telnet client and connect here:&lt;/h2&gt;

&lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net
&lt;b&gt;Port&lt;/b&gt;: 5000&lt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>370</id>
      <timestamp>2012-07-15T21:01:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1617">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;To play, please use a Telnet client and connect here:&lt;/h2&gt;

&lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
&lt;b&gt;Port&lt;/b&gt;: 5000

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the visual interface.  &lt;i&gt;Tales of Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Tales of Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>371</id>
      <timestamp>2012-07-15T21:03:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1645">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.  The finished game will have a custom client which will feature:&lt;/p&gt;

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;To play, please use a Telnet client and connect here:&lt;/h2&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

---

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>372</id>
      <timestamp>2012-07-15T21:04:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1670">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|320px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

---

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>373</id>
      <timestamp>2012-07-15T21:04:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1665">__NOTITLE__
&lt;h2&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>409</id>
      <timestamp>2012-07-15T21:59:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1716">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;


&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>410</id>
      <timestamp>2012-07-15T21:59:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1735">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>413</id>
      <timestamp>2012-07-15T22:05:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1781">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>414</id>
      <timestamp>2012-07-15T22:05:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1809">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>415</id>
      <timestamp>2012-07-15T22:06:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1841">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

[[File:telnet.png|thumb|240px]]
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>417</id>
      <timestamp>2012-07-15T22:08:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1915">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>418</id>
      <timestamp>2012-07-15T22:08:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1925">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>419</id>
      <timestamp>2012-07-15T22:09:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1931">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: shiningmud.ctrl-shift.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>534</id>
      <timestamp>2012-08-07T22:11:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1929">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; is currently playable as a MUD via Telnet!&lt;/h2&gt;

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>595</id>
      <timestamp>2012-08-12T17:28:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2015">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot&lt;/h2&gt;

&lt;b&gt;Download: &lt;/b&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip]

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>596</id>
      <timestamp>2012-08-12T17:29:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2021">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; 0.0.1 - Pre-Alpha Development Snapshot&lt;/h2&gt;

&lt;b&gt;Download: &lt;/b&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Windows / Linux Build]

&lt;table&gt;&lt;tr valign=top&gt;&lt;td style=&quot;padding-right:8px;&quot;&gt;
&lt;p&gt;&lt;font color=&quot;#ff3333&quot;&gt;This is &lt;b&gt;NOT&lt;/b&gt; the final version of the game,&lt;/font&gt; but you can preview an ASCII version of the game's content and gameplay elements.&lt;/p&gt;

&lt;p style=&quot;margin-bottom:16px;&quot;&gt;The finished game will have a custom client which will feature:&lt;/p&gt;

&lt;table class=&quot;toc&quot;&gt;&lt;tr&gt;&lt;td&gt;
* 3D Environment
* Customizable Characters
* Graphical HUD
* Fantasy Soundtrack
* Development Tools
* &lt;i&gt;...and more!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/td&gt;&lt;td&gt;[[File:play.png|240px]]
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>597</id>
      <timestamp>2012-08-12T17:32:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3734">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; 0.0.1 - Pre-Alpha Development Snapshot&lt;/h2&gt;

&lt;b&gt;Download: &lt;/b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Windows / Linux Build]&lt;/u&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

-- Frequently Asked Questions --

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

-- Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD --

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>598</id>
      <timestamp>2012-08-12T17:33:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3728">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; 0.0.1 - Pre-Alpha Development Snapshot&lt;/h2&gt;

-- Downloads --
* [http://www.harmonia-online.net/misc/harmonia_demo.zip Windows / Linux Build]

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

-- Frequently Asked Questions --

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

-- Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD --

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>599</id>
      <timestamp>2012-08-12T17:33:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3728">__NOTITLE__
&lt;h2 style=&quot;text-decoration: none; font-weight: bold; margin-bottom: 8px;&quot;&gt;&lt;i&gt;Harmonia&lt;/i&gt; 0.0.1 - Pre-Alpha Development Snapshot&lt;/h2&gt;

== Downloads ==
* [http://www.harmonia-online.net/misc/harmonia_demo.zip Windows / Linux Build]

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>600</id>
      <timestamp>2012-08-12T17:34:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3645">__NOTITLE__
__NOTOC__
== Downloads ==
&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>601</id>
      <timestamp>2012-08-12T17:35:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3649">__NOTITLE__
__NOTOC__
== Downloads ==
&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>602</id>
      <timestamp>2012-08-12T17:35:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3651">__NOTITLE__
__NOTOC__
== Downloads ==
* &lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>603</id>
      <timestamp>2012-08-12T17:35:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3658">__NOTITLE__
__NOTOC__
== Downloads ==
&lt;h3&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/h3&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>604</id>
      <timestamp>2012-08-12T17:36:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3656">__NOTITLE__
__NOTOC__
== Downloads ==
&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>605</id>
      <timestamp>2012-08-12T17:37:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3745">__NOTITLE__
__NOTOC__
{| [[File:Play1.png|thumb]]
|| [[File:Play2.png|thumb]]
|| [[File:Play3.png|thumb]]
 |}

== Downloads ==
&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>606</id>
      <timestamp>2012-08-12T17:37:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3748">__NOTITLE__
__NOTOC__
{|
 | [[File:Play1.png|thumb]]
|| [[File:Play2.png|thumb]]
|| [[File:Play3.png|thumb]]
 |}

== Downloads ==
&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>610</id>
      <timestamp>2012-08-12T17:46:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3736">__NOTOC__
{|
 | [[File:Play1.png|thumb]]
|| [[File:Play2.png|thumb]]
|| [[File:Play3.png|thumb]]
 |}

== Downloads ==
&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>611</id>
      <timestamp>2012-08-12T17:47:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3732">__NOTITLE__
__NOTOC__
[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

== Downloads ==
&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>612</id>
      <timestamp>2012-08-12T17:48:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3734">__NOTITLE__
__NOTOC__
[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

== Downloads ==

*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>613</id>
      <timestamp>2012-08-12T17:49:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3751">__NOTITLE__
__NOTOC__


== Downloads ==

{|
 |
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>614</id>
      <timestamp>2012-08-12T17:49:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3750">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>615</id>
      <timestamp>2012-08-12T17:50:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3750">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;
Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;
This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;
This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;
This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;
The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>616</id>
      <timestamp>2012-08-12T17:52:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3755">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux): Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>617</id>
      <timestamp>2012-08-12T17:53:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3756">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;u&gt;1. This is complicated.  How do I play?&lt;/u&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;u&gt;2. Why is there a map in the background?&lt;/u&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;u&gt;3. Why does everything have so much lag?&lt;/u&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;u&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/u&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;u&gt;5. Why can't I connect?&lt;/u&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>618</id>
      <timestamp>2012-08-12T17:55:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Frequently Asked Questions */</comment>
      <text xml:space="preserve" bytes="3766">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==
*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h2&gt;Telnet Clients&lt;/h2&gt;
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>619</id>
      <timestamp>2012-08-12T17:56:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3764">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==

*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Telnet Clients ==
Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>620</id>
      <timestamp>2012-08-12T17:57:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3767">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==

*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>621</id>
      <timestamp>2012-08-12T17:57:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3768">__NOTITLE__
__NOTOC__

{|
 |

== Downloads ==

*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.</text>
    </revision>
    <revision>
      <id>622</id>
      <timestamp>2012-08-12T17:58:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3767">{|
 |
== Downloads ==

*&lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
*The first of many public builds for Harmonia we plan to distribute during development. This demo was produced mere hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! &lt;b&gt;This build is NOT representative of the final project.&lt;/b&gt; In fact, the Terminal window will be gone &lt;b&gt;COMPLETELY&lt;/b&gt;, replaced with a more intuitive interface with a &lt;b&gt;HUD and straight-forward mouse commands&lt;/b&gt;. Enjoy!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>623</id>
      <timestamp>2012-08-12T18:23:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4059">{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;

* This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.

* This demo was produced less than 24 hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>624</id>
      <timestamp>2012-08-12T18:24:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4060">{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;
* This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;  This demo was produced less than 24 hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>625</id>
      <timestamp>2012-08-12T18:24:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4069">{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;
This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;
This demo was produced less than 24 hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>626</id>
      <timestamp>2012-08-12T18:25:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4067">{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This demo was produced less than 24 hours ago, so you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>627</id>
      <timestamp>2012-08-12T18:26:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4061">{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>628</id>
      <timestamp>2012-08-12T18:59:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4436">&lt;font color=&quot;#ffcccc&quot;&gt;
== &lt;Help fund us on Kickstarter! ==

[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]

We want to hire artists, musicians, and other developers to finish the content for this game.  If you'd like to see us finish Harmonia, you can support us by donating or spreading the word!  &lt;b&gt;Fund-raising ends September 8th, 2012.&lt;/b&gt;&lt;/font&gt;

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>629</id>
      <timestamp>2012-08-12T19:00:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4463">== &lt;font color=&quot;#ff7777&quot;&gt;Help fund us on Kickstarter!&lt;/font&gt; ==

[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]

&lt;font color=&quot;#ff7777&quot;&gt;We want to hire artists, musicians, and other developers to finish the content for this game.  If you'd like to see us finish Harmonia, you can support us by donating or spreading the word!  &lt;b&gt;Fund-raising ends September 8th, 2012.&lt;/b&gt;&lt;/font&gt;

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>630</id>
      <timestamp>2012-08-12T19:01:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4448">&lt;font size=&quot;+2&quot; color=&quot;#ff5555&quot;&gt;Help fund us on Kickstarter!&lt;/font&gt; ==

&lt;u&gt;[http://www.harmonia-online.net/kickstarter Harmonia on Kickstarter]&lt;/u&gt;

We want to hire artists, musicians, and other developers to finish the content for this game.  If you'd like to see us finish Harmonia, you can support us by donating or spreading the word!  &lt;b&gt;Fund-raising ends September 8th, 2012.&lt;/b&gt;

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>631</id>
      <timestamp>2012-08-12T19:01:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4488">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+3&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  Watch the video and donate here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>633</id>
      <timestamp>2012-08-12T19:04:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4640">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+3&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Pre-Alpha Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>634</id>
      <timestamp>2012-08-12T19:05:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4630">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+3&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+2&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>635</id>
      <timestamp>2012-08-12T19:29:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4630">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>637</id>
      <timestamp>2012-08-12T19:54:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4653">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
[[File:Kickstarter.png|thumb]]
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot; size=&quot;+2&quot;&gt;Harmonia is now on Kickstarter!&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>640</id>
      <timestamp>2012-08-13T01:13:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4612">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>659</id>
      <timestamp>2012-08-13T05:05:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4680">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[User_Commands Full player command reference is here.]&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>660</id>
      <timestamp>2012-08-13T05:06:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4688">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[User_Commands Full player command reference is here.]&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>661</id>
      <timestamp>2012-08-13T05:06:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4688">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[User_Commands|Full player command reference is here.]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>662</id>
      <timestamp>2012-08-13T05:06:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4690">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>685</id>
      <timestamp>2012-08-13T22:51:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4912">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;
Linux backtrace logging, and a 3D map demo both both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>686</id>
      <timestamp>2012-08-13T22:51:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4911">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo both both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/misc/harmonia_demo.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>687</id>
      <timestamp>2012-08-13T23:01:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4924">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo both both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>688</id>
      <timestamp>2012-08-13T23:01:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="4923">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb]]
[[File:Play2.png|thumb]]
[[File:Play3.png|thumb]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>725</id>
      <timestamp>2012-08-15T14:04:06Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="4991">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.

__NOTITLE__
__NOTOC__</text>
    </revision>
    <revision>
      <id>805</id>
      <timestamp>2012-08-19T19:29:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4978">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;font size=&quot;+1&quot;&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/font&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>821</id>
      <timestamp>2012-08-19T20:04:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="4992">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>862</id>
      <timestamp>2012-08-21T06:49:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5346">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/b&gt;&lt;/u&gt;&lt;br&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Mac OSX (10.6+)]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Harmonia 0.0.2 pre2 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>863</id>
      <timestamp>2012-08-21T06:50:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5353">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Mac OSX (10.6+)]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Harmonia 0.0.2 pre2 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>864</id>
      <timestamp>2012-08-21T06:51:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5304">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;h4&gt;Harmonia v0.0.2 pre2&lt;h4&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Mac OSX (10.6+)]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest&lt;br&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Mac OSX (10.6+)]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>865</id>
      <timestamp>2012-08-21T06:55:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5274">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;h4&gt;Harmonia v0.0.2 pre2&lt;/h4&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Mac OSX (10.6+)]&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip ]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>866</id>
      <timestamp>2012-08-21T06:56:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5241">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Mac OSX (10.6+)]&lt;br&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Windows/Linux]&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>867</id>
      <timestamp>2012-08-21T06:56:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5253">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

* &lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;br&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;br&gt;testtest

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>868</id>
      <timestamp>2012-08-21T06:57:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5257">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;br&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;br&gt;&lt;br&gt;Changelog:

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>869</id>
      <timestamp>2012-08-21T06:58:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5272">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;&lt;li&gt;
   &lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;
   Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]
   Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]
   Changelog:
&lt;/li&gt;&lt;/ul&gt;

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>870</id>
      <timestamp>2012-08-21T06:58:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5294">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;&lt;li&gt;
   &lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;
   Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;br&gt;
   Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;br&gt;&lt;br&gt;
&lt;/li&gt;
   Changelog:
&lt;/li&gt;&lt;/ul&gt;

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>871</id>
      <timestamp>2012-08-21T06:59:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5278">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;/li&gt;&lt;/ul&gt;

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>872</id>
      <timestamp>2012-08-21T06:59:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5282">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;/li&gt;&lt;/ul&gt;

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>873</id>
      <timestamp>2012-08-21T07:08:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5614">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1a.zip Harmonia 0.0.1a (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Linux backtrace logging, and a 3D map demo for both clients.
* &lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;[http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Harmonia 0.0.1 (Windows/Linux) - Development Snapshot]&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;[[User_Commands|Full player command reference is here.]]&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>874</id>
      <timestamp>2012-08-21T07:11:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="5424">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>929</id>
      <timestamp>2012-08-27T18:36:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6300">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1034</id>
      <timestamp>2012-09-03T16:55:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="7266">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4 pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4_pre1.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4_pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  One nasty bug in particular that warranted a new version.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1035</id>
      <timestamp>2012-09-03T19:39:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="7419">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4 pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  One nasty bug in particular that warranted a new version.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1036</id>
      <timestamp>2012-09-03T19:39:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="7414">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  One nasty bug in particular that warranted a new version.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1037</id>
      <timestamp>2012-09-03T21:00:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="7528">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  Including one nasty bug in particular that caused memory usage to spiral out of control.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;li&gt;You can now use the mouse wheel to rotate the map up/down in the 3D Demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1052</id>
      <timestamp>2012-09-07T03:03:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7553">&lt;table&gt;&lt;tr&gt;&lt;td&gt;
&lt;center&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;&lt;font color=&quot;#ff4444&quot;&gt;&lt;b&gt;Harmonia is now on Kickstarter!&lt;/b&gt;&lt;/font&gt;  It's been a long time coming, but we're proud to announce that our fund-raising campaign has finally begun!  If you'd like to see us finish this game, you can support us by donating or by simply spreading the word.  &lt;b&gt;Fund-raising ends on Sep. 8th, 2012.&lt;/b&gt;  Check out our presentation here:&lt;/p&gt;
[[File:Kickstarter.png]]
&lt;h3&gt;&lt;u&gt;[http://www.kickstarter.com/projects/21693645/harmonia Harmonia on Kickstarter]&lt;/u&gt;&lt;/h3&gt;&lt;/center&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

----

{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  Including one nasty bug in particular that caused memory usage to spiral out of control.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;li&gt;You can now use the mouse wheel to rotate the map up/down in the 3D Demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1058</id>
      <timestamp>2012-09-08T16:41:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="6976">{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  Including one nasty bug in particular that caused memory usage to spiral out of control.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;li&gt;You can now use the mouse wheel to rotate the map up/down in the 3D Demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1267</id>
      <timestamp>2013-05-21T21:18:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7151">&lt;font color=&quot;#ff0000&quot;&gt;Most if not all downloads here are extremely old, and not representative of current work (posted May 21st, 2013)!  This will be updated... later.&lt;/font&gt;
{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  Including one nasty bug in particular that caused memory usage to spiral out of control.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;li&gt;You can now use the mouse wheel to rotate the map up/down in the 3D Demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
    <revision>
      <id>1311</id>
      <timestamp>2013-08-17T04:57:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="7368">&lt;font color=&quot;#ff0000&quot;&gt;Most if not all downloads here are extremely old, and not representative of current work (posted May 21st, 2013)!  In fact, they probably won't even work, unless you can get into the debug mode!  They're only here for historical reasons, and I haven't tended to this website in quite some time.  This will be remedied... later ;)  Time must be spent programming!&lt;/font&gt;
{|
 |
== Downloads ==

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.4&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_4.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Bug fixes!  Including one nasty bug in particular that caused memory usage to spiral out of control.&lt;/li&gt;
&lt;li&gt;Chat Window!  Old chat commands are still in the game, but now everybody with the latest client can talk to one other in one large chat room.  (Channels coming later!)&lt;/li&gt;
&lt;li&gt;Mouse Control!  In the 3D Map Demo, you can now move around using the mouse.&lt;/li&gt;
&lt;li&gt;Terrain Types!  Your character now takes longer to move through hills, forests, and swamps.  You can't move through mountains or water anymore, either.&lt;/li&gt;
&lt;li&gt;Path Finding!  The shortest route is taken whenever possible.&lt;/li&gt;
&lt;li&gt;Smooth Camera!  Camera motion is now smooth, which makes moving around feel ever so satisfying.&lt;/li&gt;
&lt;li&gt;Flight!  Flying entities on the map now hover and cast a shadow on the ground.  You can also fly/teleport in the 3D Demo by using the right/middle mouse keys.
&lt;li&gt;You can now use the mouse wheel to rotate the map up/down in the 3D Demo.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.3&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux32: [http://www.harmonia-online.net/downloads/harmonia_v0_0_3.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Tile editor in 3D map viewer.  Press 'e' to enter editor mode.  You can't save or load maps with this, but you can play around with every map.&lt;/li&gt;
&lt;li&gt;Mouse-over effects on sprites.&lt;/li&gt;
&lt;li&gt;Left-click sprites to simulate the new damage effects.&lt;/li&gt;
&lt;li&gt;Right-click sprites to simulate the new dialogue window.&lt;/li&gt;
&lt;li&gt;New textures: trees, grass, walls, desert, snow, ice, dirt, desert, beach, wood, and water.&lt;/li&gt;
&lt;li&gt;Better-looking horizon line.&lt;/li&gt;
&lt;li&gt;Improved instructional window.&lt;/li&gt;
&lt;li&gt;Properly implemented sprite animations.&lt;/li&gt;
&lt;li&gt;Internal clean-ups and performance upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia v0.0.2 pre2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Mac OSX (10.6+): [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.dmg Link]&lt;/li&gt;
&lt;li&gt;Windows/Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_2_pre2.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;3D Map Viewer Feature&lt;/li&gt;
&lt;li&gt;Resize features for Windows build&lt;/li&gt;
&lt;li&gt;Windows mouse cursor changes for moving/resizing windows.&lt;/li&gt;
&lt;li&gt;Improved logging for error detection.&lt;/li&gt;
&lt;li&gt;Internal code reworking for compatibility and stability.&lt;/li&gt;
&lt;li&gt;Program icon for Windows build.&lt;/li&gt;
&lt;li&gt;Version displayed in the corner.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;b&gt;&lt;u&gt;&lt;font size=&quot;+1&quot;&gt;Harmonia 0.0.1a (Windows/Linux) - Development Snapshot&lt;/font&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;

&lt;li&gt;Windows / Linux: [http://www.harmonia-online.net/downloads/harmonia_v0_0_1.zip Link]&lt;/li&gt;

&lt;p&gt;This is the first of many public builds for Harmonia we plan to distribute during development.  In this demo, you play the classic text-based version of the game with our work-in-progress 3D map in the background.  This should give you a taste of everything we've done in Harmonia so far and where we plan to go with it in the future.&lt;/p&gt;
&lt;p&gt;[[User_Commands|Full player command reference is here.]]&lt;/p&gt;
&lt;p&gt;This is the first demo we've ever released, you're really getting a first look at a development snapshot - it's buggy, but it runs! This build is NOT representative of the final project. In fact, the Terminal window will be gone COMPLETELY, replaced with a more intuitive interface with a HUD and straight-forward mouse commands.  In the meantime, until that's finished, enjoy this demo!&lt;/p&gt;
&lt;/ul&gt;

== Frequently Asked Questions ==

&lt;h4&gt;1. This is complicated.  How do I play?&lt;/h4&gt;

Gameplay is going to change A LOT, so we'd like to spend our time working on the new interface rather than document the old one we're going to toss away later.  To get a list of commands, press '?' (shift+/ on most keyboards) during gameplay.  If there are players online, feel free to ask them for help.  You can always PM me or leave a comment if you have any specific questions!

&lt;h4&gt;2. Why is there a map in the background?&lt;/h4&gt;

This game is originally all ASCII text-based, and that's the game you're playing right now.  In the background is our work-in-progress 3D map, which will carry a completely new interface.  Once that's done, the terminal window will be gone.

&lt;h4&gt;3. Why does everything have so much lag?&lt;/h4&gt;

This will be fixed with the new interface.  Everything at the moment is handled by the server, even your display.  What you see is slow because it's travelling half-way around the world to get to you.  Again, this will NOT be present once we've finished the new interface.

&lt;h4&gt;4. Why does it crash when I do so-and-so?  It shouldn't be crashing!&lt;/h4&gt;

This build hasn't seen much testing.  You're playing a very, very early development snapshot, and it's not optimized yet.  If you spot serious bugs, please PM me or email me at: simon@simonbielman.com

&lt;h4&gt;5. Why can't I connect?&lt;/h4&gt;

The server hasn't seen much traffic yet, so now that there are players, it's crashing from time to time.  It automatically reboots, however; wait a minute or two and everything will be back online.  Player snapshots are saved about every five minutes, so you shouldn't lose much progress.

||

[[File:Play1.png|thumb|alt=Gameplay 1]]
[[File:Play2.png|thumb|alt=Gameplay 2]]
[[File:Play3.png|thumb|alt=Gameplay 3]]

 |}

----

== Play &lt;i&gt;Harmonia&lt;/i&gt; the MUD ==

&lt;i&gt;Harmonia&lt;/i&gt; was originally a MUD you would play through Telnet, and you still can!  Here's how:

&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=800 style=&quot;padding-right:8px;&quot;&gt;
&lt;h2&gt;Connecting&lt;/h2&gt;
&lt;p&gt;To play, please use a Telnet client and connect here:&lt;/p&gt;

* &lt;b&gt;Address&lt;/b&gt;: www.harmonia-online.net&lt;br&gt;
* &lt;b&gt;Port&lt;/b&gt;: 5000&lt;/td&gt;&lt;td&gt;[[File:telnet.png|240px|Original MUD Interface]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

&lt;h4&gt;Telnet Clients&lt;/h4&gt;

Here are some compatible clients and the proper settings:

* For Windows, I prefer [http://www.chiark.greenend.org.uk/~sgtatham/putty/ PuTTY], which should work right out of the box.
* For Mac, you can use the 'telnet' program from the terminal, but the Terminal app has issues with bright colors.  [http://www.iterm2.com/ iTerm2] is a better choice!
* For Linux, 'telnet' should work just fine from any terminal :D
* Although Tintin++ appears to work fine, it is likely that your favorite MUD client will not work because of the fancy visual interface.  &lt;i&gt;Harmonia&lt;/i&gt; also takes commands as single characters, not lines, so your client will need to behave as such.
* &lt;i&gt;Harmonia&lt;/i&gt; is to be played with a white-on-black color scheme &lt;b&gt;only&lt;/b&gt;.  Things will look weird if you do otherwise!
* If you're having terminal issues, make sure 'local echo' is off and the terminal is either in 'character mode' or 'line editing' is off.
__NOTOC__</text>
    </revision>
  </page>
  <page>
    <title>Play MUD</title>
    <ns>0</ns>
    <id>255</id>
      <sha1>cd5mszwfc0da4d3env7d3t2w0dw6ts4</sha1>
    <revision>
      <id>1292</id>
      <timestamp>2013-06-14T15:42:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;&lt;html&gt;     &lt;applet CODEBASE=&quot;.&quot;             ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta.jar&quot;             CODE=&quot;de.mud.jta.Applet&quot;             WIDTH=720 HEIGHT=480&gt;        ...&quot;</comment>
      <text xml:space="preserve" bytes="278">&lt;html&gt;
    &lt;applet CODEBASE=&quot;.&quot;
            ARCHIVE=&quot;http://www.harmonia-online.net/jta/jta.jar&quot;
            CODE=&quot;de.mud.jta.Applet&quot;
            WIDTH=720 HEIGHT=480&gt;
            &lt;param name=&quot;config&quot; value=&quot;http://www.harmonia-online.net/jta/applet.conf&quot;&gt;
    &lt;/applet&gt;
&lt;/html&gt;</text>
    </revision>
  </page>
  <page>
    <title>Post</title>
    <ns>0</ns>
    <id>114</id>
      <sha1>im8bd1oovz7jjh07zu2ypw6v9l67xih</sha1>
    <revision>
      <id>677</id>
      <timestamp>2012-08-13T17:54:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;&lt;img src=&quot;http://www.harmonia-online.net/mediawiki/images/thumb/a/a1/Homepage.png/320px-Homepage.png&quot; /&gt; &lt;b&gt;The first development snapshot of Harmonia has been released!&lt;/b&gt;  ...&quot;</comment>
      <text xml:space="preserve" bytes="2584">&lt;img src=&quot;http://www.harmonia-online.net/mediawiki/images/thumb/a/a1/Homepage.png/320px-Homepage.png&quot; /&gt;
&lt;b&gt;The first development snapshot of Harmonia has been released!&lt;/b&gt;

You can download it here:
&lt;a href=&quot;http://www.harmonia-online.net/wiki/Play&quot;&gt;Harmonia v0.0.1 (Windows / Linux) - Development Build&lt;/a&gt;

&lt;b&gt;From the Harmonia website:&lt;/b&gt;

&quot;The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

&quot;The game casts you as leader of a band of heroes fighting alongside other players' forces. Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield. As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

&quot;Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers. The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language. These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them. In this way Harmonia provides an infinitely moddable tactical RPG engine.

&quot;Together these elements create an online gaming experience with limitless possibilities. Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content. This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.&quot;

I'm working on this project full-time and in the process of getting a team together to flesh out content, make more artwork, and really polish the gameplay.  As such, Harmonia is now a Kickstarter project to get the ball rolling.  A lot of work has gone into this page's promotional video and content, so check it out:

http://www.harmonia-online.net/kickstarter - Harmonia on Kickstarter

If you'd like to support Harmonia, the best ways you can help are to donate and to spread the word to everyone you know!  Nobody knows we exist yet, and that's what will make this project succeed.  Thanks!</text>
    </revision>
    <revision>
      <id>678</id>
      <timestamp>2012-08-13T17:54:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2586">&lt;img src=&quot;http://www.harmonia-online.net/mediawiki/images/thumb/a/a1/Homepage.png/320px-Homepage.png&quot; /&gt;

&lt;b&gt;The first development snapshot of Harmonia has been released!&lt;/b&gt;

You can download it here:

&lt;a href=&quot;http://www.harmonia-online.net/wiki/Play&quot;&gt;Harmonia v0.0.1 (Windows / Linux) - Development Build&lt;/a&gt;

&lt;b&gt;From the Harmonia website:&lt;/b&gt;

&quot;The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

&quot;The game casts you as leader of a band of heroes fighting alongside other players' forces. Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield. As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

&quot;Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers. The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language. These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them. In this way Harmonia provides an infinitely moddable tactical RPG engine.

&quot;Together these elements create an online gaming experience with limitless possibilities. Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content. This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.&quot;

I'm working on this project full-time and in the process of getting a team together to flesh out content, make more artwork, and really polish the gameplay.  As such, Harmonia is now a Kickstarter project to get the ball rolling.  A lot of work has gone into this page's promotional video and content, so check it out:

http://www.harmonia-online.net/kickstarter - Harmonia on Kickstarter

If you'd like to support Harmonia, the best ways you can help are to donate and to spread the word to everyone you know!  Nobody knows we exist yet, and that's what will make this project succeed.  Thanks!</text>
    </revision>
    <revision>
      <id>679</id>
      <timestamp>2012-08-13T18:14:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2660">&lt;img src=&quot;http://www.harmonia-online.net/mediawiki/images/thumb/a/a1/Homepage.png/320px-Homepage.png&quot; /&gt;

&lt;b&gt;The first development snapshot of Harmonia has been released!&lt;/b&gt;

You can download it here:

&lt;a href=&quot;http://www.harmonia-online.net/wiki/Play&quot;&gt;Harmonia v0.0.1 (Windows / Linux) - Development Build&lt;/a&gt;

&lt;b&gt;From the Harmonia website:&lt;/b&gt;

&quot;The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

&quot;The game casts you as leader of a band of heroes fighting alongside other players' forces. Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield. As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.

&quot;Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers. The Harmonia engine allows all of the game's assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language. These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them. In this way Harmonia provides an infinitely moddable tactical RPG engine.

&quot;Together these elements create an online gaming experience with limitless possibilities. Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content. This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.&quot;

&lt;b&gt;Please support us!&lt;/b&gt;

I'm working on this project full-time and in the process of getting a team together to flesh out content, make more artwork, and really polish the gameplay.  As such, Harmonia is now a Kickstarter project to get the ball rolling.  A lot of work has gone into this page's promotional video and content, so check it out:

http://www.harmonia-online.net/kickstarter - Harmonia on Kickstarter

If you'd like to support Harmonia, the best ways you can help are to donate and to spread the word to everyone you know!  Nobody knows we exist yet, and that's what will make this project succeed.  &lt;b&gt;Fund-raising ends September 8th, 2012.&lt;/b&gt;  Thanks!</text>
    </revision>
  </page>
  <page>
    <title>Posting Guide</title>
    <ns>0</ns>
    <id>157</id>
      <sha1>r28nf8hbcvvdw5itm1p5sqx8rfq4hp4</sha1>
    <revision>
      <id>1044</id>
      <timestamp>2012-09-04T16:55:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;1. When we post on sites, avoid leading with &quot;Check out our Kickstarter!&quot;, or &quot;Help us fund this game!&quot;.  People have a knee-jerk negative reaction to that kind of thing, and ...&quot;</comment>
      <text xml:space="preserve" bytes="1787">1. When we post on sites, avoid leading with &quot;Check out our Kickstarter!&quot;, or &quot;Help us fund this game!&quot;.  People have a knee-jerk negative reaction to that kind of thing, and even if they check out the thread and the project, they're already hostile.  A headline like &quot;Just released a demo of Harmonia, an online Roguelike+Tactical RPG&quot; is a better approach.  It's more of a, &quot;Here, I have something free for you,&quot; vibe that's likely to pique interest and give a positive reaction.

2. We're not cool &lt;b&gt;yet&lt;/b&gt; - we're strangers in a discussion forum, so we have to play nice and be friendly.  If you had to create an account, flesh out your profile and make an avatar.  Nothing says, &quot;We're just trying to get your money&quot; like not caring about how you present yourself to a community.  They didn't ask us to be there, we're asking them to watch our presentation.  So, stay humble and personable!

3. Put effort into the post!  Include screenshots if possible, format the page well, and provide information so people get an idea.  Avoid making the post hyped-up - they'll let us know if they think we're awesome or not.  Here are some examples of good posts:

* [http://roguetemple.com/forums/index.php?topic=2604.msg20820#msg20820 Roguelike Temple]
* [http://www.reddit.com/r/rpg_gamers/comments/y98gk/harmonia_v001a_released_combination_tactical_rpg/ /r/rpg_gamers on Reddit]

4. If they think we're pretty cool guys, they'll check our stuff out - that's when you give them the ol' razzle dazzle ;)  When people check the project out, they &lt;b&gt;want&lt;/b&gt; to see something with &lt;b&gt;ultra hyper mega awesome&lt;/b&gt;, so that should be hyped up to 11!  This is where we want all our cool images, concept artwork, videos, and everything else likely to make onlookers think our project is awesome.</text>
    </revision>
  </page>
  <page>
    <title>Projects</title>
    <ns>0</ns>
    <id>25</id>
      <sha1>dowie2r4n5q891k0wldkicvfxyri761</sha1>
    <revision>
      <id>122</id>
      <timestamp>2012-05-14T09:15:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Stand-alone Client == [[File:Client.png|thumb]] This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it...&quot;</comment>
      <text xml:space="preserve" bytes="1078">== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>123</id>
      <timestamp>2012-05-14T09:28:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2171">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;

== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest (5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.</text>
    </revision>
    <revision>
      <id>134</id>
      <timestamp>2012-05-14T11:10:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2465">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;

== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest (5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!</text>
    </revision>
    <revision>
      <id>135</id>
      <timestamp>2012-05-14T11:22:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* More Adventure! */</comment>
      <text xml:space="preserve" bytes="2757">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;

== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest (5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.</text>
    </revision>
    <revision>
      <id>136</id>
      <timestamp>2012-05-14T12:25:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3349">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;

== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest (5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>137</id>
      <timestamp>2012-05-14T12:29:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3401">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest (5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>138</id>
      <timestamp>2012-05-14T12:34:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3532">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>139</id>
      <timestamp>2012-05-14T12:36:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3668">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>140</id>
      <timestamp>2012-05-14T12:37:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3626">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

----
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

----
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>141</id>
      <timestamp>2012-05-14T12:37:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3668">

== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>142</id>
      <timestamp>2012-05-14T12:39:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3660">== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>143</id>
      <timestamp>2012-05-14T12:40:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3555">== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

----
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

----
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

----
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

----
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.</text>
    </revision>
    <revision>
      <id>146</id>
      <timestamp>2012-05-14T20:03:34Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3844">== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

----
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

----
== Force Match-Making ==
&lt;i&gt;Scars of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

----
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

----
== More Adventure! ==
The emphasis of &lt;i&gt;Scars of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.

----
== Script Documentation ==
The scripting language, dubbed &lt;i&gt;Harmonious&lt;/i&gt;, is used for every NPC, item, map, tile set, spell, buff, quest, shop, door, etc.  It's very flexible and easy to learn, but there needs to be some documentation on the thing to get more builders out there!</text>
    </revision>
    <revision>
      <id>178</id>
      <timestamp>2012-05-22T13:25:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3844">== Stand-alone Client ==
[[File:Client.png|thumb]]
This project was originally conceived as a novel idea to make an online roguelike game in an ASCII environment.  Now that it's turned into a real game, it should look like one!  The graphics will still be in a retro RPG style, but you won't need to memorize an ASCII table to remember what everything is.  There will also be a greater emphasis on using the mouse during gameplay, as well as music and sound.

----
== New Weapon System ==
The current weapon class system is unsatisfactory, so several changes are going to be made.  Weapon classes will lose their skill at only 25% of the normal rate when unused during combat.  This will permit characters to master more than one class if they maintain usage of each.

Also, when a weapon type is mastered, critical hits will be replaced by special attacks depending on the weapon class.  For example, the &lt;i&gt;Dagger&lt;/i&gt; will use &lt;i&gt;Venom Slash&lt;/i&gt; in lieu of critical hits, poisoning enemies in addition to inflicting extra damage.

----
== Force Match-Making ==
&lt;i&gt;Tales of Harmonia&lt;/i&gt; is not a game intended to be played alone.  To help shy, new, or otherwise anti-social players find a group or &lt;i&gt;force&lt;/i&gt; to join and experience the game as its meant to be played, a system of anonymous match-making will be implemented.  With one command you'll see a list of forces and their class/level composition.  Names will hidden and, should you request to join one of these forces, your class and level will be submitted to their leader as such:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;A Priest(5) has requested to join your party.  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

Likewise, you'll be able to request members for your group:

&lt;i&gt;&lt;font color=#272&gt;* &lt;/font&gt;&lt;font color=#7f7&gt;You have been requested to join a force: Soldier(5), Knight(7), Magician(1).  Press 'G' to accept in the Force menu.&lt;/font&gt;&lt;/i&gt;

----
== Mercenary System ==
If a low-level player would like to play alone while they feel things out and learn to play, they'll be able to hire mercenaries at the local town bar for a small fee.  For supporting classes like Birdsoldiers, Archers, and Priests, it will be essential for them to hire a tank and absorb damage.  Likewise, a Warrior or Knight may want to recruit a priest to make their trek into the goblin cave less of a burden.

----
== More Adventure! ==
The emphasis of &lt;i&gt;Tales of Harmonia&lt;/i&gt; is force-on-force combat rather than solo adventuring, but there's plenty of room to give a sense of adventure to each area.  At the moment, you enter a zone, and you fight until the end to collect gear - this is not good enough!

The Kingdom will have a series of tasks for lowbie characters to complete until level 5.  These will take place of the tutorial zone and prepare players to use their particular class in a large force.  From then on, each zone will receive a small facelift to have specific NPC-driven goals.

----
== Promotions and Class-Branching ==
Once you reach level 10, each class will have the chance to specialize in one of two areas by talking to King Tristan.  The Knight class, for example, will have the choice of promoting to a Cavalier, a better melee fighter, or a Magic Knight, who gain a variety of offensive and support magic.

At level 20, classes will have the opportunity to specialize one more time.  At this point in the game, players will be so diverse that every force arrangement will be unique, which means new strategy will need to be devised every time you establish a force.

----
== Script Documentation ==
The scripting language, dubbed &lt;i&gt;Harmonious&lt;/i&gt;, is used for every NPC, item, map, tile set, spell, buff, quest, shop, door, etc.  It's very flexible and easy to learn, but there needs to be some documentation on the thing to get more builders out there!</text>
    </revision>
  </page>
  <page>
    <title>Reports</title>
    <ns>0</ns>
    <id>121</id>
      <sha1>qfckb61dti91cb7jd9dwsl2s36miwga</sha1>
    <revision>
      <id>789</id>
      <timestamp>2012-08-19T19:04:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Janna's Macbook ==  2012-08-19 11:54:38 | Initializing backtrace... 2012-08-19 11:54:38 | Initializing graphics... 2012-08-19 11:54:38 | ...Little endian detected. 2012-08-...&quot;</comment>
      <text xml:space="preserve" bytes="2751">== Janna's Macbook ==

2012-08-19 11:54:38 | Initializing backtrace...
2012-08-19 11:54:38 | Initializing graphics...
2012-08-19 11:54:38 | ...Little endian detected.
2012-08-19 11:54:38 | ...OpenGL library opened.
2012-08-19 11:54:38 | ...Creating window...
2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
2012-08-19 11:54:38 | ...Screen size: 640x480
2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
2012-08-19 11:54:38 | ...Initializing GLEW...
2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.</text>
    </revision>
    <revision>
      <id>790</id>
      <timestamp>2012-08-19T19:05:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2761">== Janna's Macbook ==
&lt;em&gt;
2012-08-19 11:54:38 | Initializing backtrace...
2012-08-19 11:54:38 | Initializing graphics...
2012-08-19 11:54:38 | ...Little endian detected.
2012-08-19 11:54:38 | ...OpenGL library opened.
2012-08-19 11:54:38 | ...Creating window...
2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
2012-08-19 11:54:38 | ...Screen size: 640x480
2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
2012-08-19 11:54:38 | ...Initializing GLEW...
2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/em&gt;</text>
    </revision>
    <revision>
      <id>791</id>
      <timestamp>2012-08-19T19:06:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2765">== Janna's Macbook ==
&lt;code&gt;
2012-08-19 11:54:38 | Initializing backtrace...
2012-08-19 11:54:38 | Initializing graphics...
2012-08-19 11:54:38 | ...Little endian detected.
2012-08-19 11:54:38 | ...OpenGL library opened.
2012-08-19 11:54:38 | ...Creating window...
2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
2012-08-19 11:54:38 | ...Screen size: 640x480
2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
2012-08-19 11:54:38 | ...Initializing GLEW...
2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/code&gt;</text>
    </revision>
    <revision>
      <id>792</id>
      <timestamp>2012-08-19T19:06:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2772">== Janna's Macbook ==
&lt;code&gt;&lt;p&gt;
2012-08-19 11:54:38 | Initializing backtrace...
2012-08-19 11:54:38 | Initializing graphics...
2012-08-19 11:54:38 | ...Little endian detected.
2012-08-19 11:54:38 | ...OpenGL library opened.
2012-08-19 11:54:38 | ...Creating window...
2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
2012-08-19 11:54:38 | ...Screen size: 640x480
2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
2012-08-19 11:54:38 | ...Initializing GLEW...
2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.&lt;/p&gt;
&lt;/code&gt;</text>
    </revision>
    <revision>
      <id>793</id>
      <timestamp>2012-08-19T19:09:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2776">== Janna's Macbook ==
&lt;div class=&quot;code&quot;&gt;
2012-08-19 11:54:38 | Initializing backtrace...
2012-08-19 11:54:38 | Initializing graphics...
2012-08-19 11:54:38 | ...Little endian detected.
2012-08-19 11:54:38 | ...OpenGL library opened.
2012-08-19 11:54:38 | ...Creating window...
2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
2012-08-19 11:54:38 | ...Screen size: 640x480
2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
2012-08-19 11:54:38 | ...Initializing GLEW...
2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>794</id>
      <timestamp>2012-08-19T19:09:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2787">== Janna's Macbook ==
&lt;div class=&quot;code&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>799</id>
      <timestamp>2012-08-19T19:22:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2814">== Janna's Macbook ==
&lt;div class=&quot;code&quot; style=&quot;font-weight: bold;&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>800</id>
      <timestamp>2012-08-19T19:23:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2815">== Janna's Macbook ==
&lt;div class=&quot;code&quot; style=&quot;text-color #ffffff;&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>801</id>
      <timestamp>2012-08-19T19:23:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2815">== Janna's Macbook ==
&lt;div class=&quot;code&quot; style=&quot;font-color #ffffff;&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>802</id>
      <timestamp>2012-08-19T19:23:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2816">== Janna's Macbook ==
&lt;div class=&quot;code&quot; style=&quot;font-color: #ffffff;&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>803</id>
      <timestamp>2012-08-19T19:23:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2816">== Janna's Macbook ==
&lt;div class=&quot;code&quot; style=&quot;text-color: #ffffff;&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>804</id>
      <timestamp>2012-08-19T19:24:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Janna's Macbook */</comment>
      <text xml:space="preserve" bytes="2787">== Janna's Macbook ==
&lt;div class=&quot;code&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>819</id>
      <timestamp>2012-08-19T20:00:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2935">== Mac OSX ==
=== Janna's Macbook ===
&lt;div class=&quot;code&quot;&gt;
 2012-08-19 11:54:38 | Initializing backtrace...
 2012-08-19 11:54:38 | Initializing graphics...
 2012-08-19 11:54:38 | ...Little endian detected.
 2012-08-19 11:54:38 | ...OpenGL library opened.
 2012-08-19 11:54:38 | ...Creating window...
 2012-08-19 11:54:38 | ...Desktop dimensions: 1280x800
 2012-08-19 11:54:38 | ...Screen size: 640x480
 2012-08-19 11:54:38 | ...Extentions: GL_ARB_depth_texture GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_instanced_arrays GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_transform_feedback GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
 2012-08-19 11:54:38 | ...Initializing GLEW...
 2012-08-19 11:54:38 | ...OpenGL version 1.4 APPLE-7.0.52.
 2012-08-19 11:54:38 | ...OpenGL extentions successfully linked.
&lt;/div&gt;

=== Nint ===
Everything works, but framebuffers are garbled upon resize:
[[File:MacOSX_Nint.png|640px]]

== Windows ==
== Linux ==</text>
    </revision>
  </page>
  <page>
    <title>Screenshots</title>
    <ns>0</ns>
    <id>82</id>
      <sha1>btypox4j3yuamk63rg57eghsuix5sfv</sha1>
    <revision>
      <id>565</id>
      <timestamp>2012-08-10T18:18:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;[[File:Harmonia_Castle|thumb|caption=Harmonia Castle]]&quot;</comment>
      <text xml:space="preserve" bytes="54">[[File:Harmonia_Castle|thumb|caption=Harmonia Castle]]</text>
    </revision>
    <revision>
      <id>566</id>
      <timestamp>2012-08-10T18:19:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="58">[[File:Harmonia_Castle.png|thumb|caption=Harmonia Castle]]</text>
    </revision>
    <revision>
      <id>568</id>
      <timestamp>2012-08-10T18:20:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="50">[[File:Harmonia_Castle.png|thumb|Harmonia Castle]]</text>
    </revision>
    <revision>
      <id>569</id>
      <timestamp>2012-08-10T18:21:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="109">== Zones ==
[[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
[[File:Cursed_Prison.png|thumb|Cursed Prison]]</text>
    </revision>
    <revision>
      <id>570</id>
      <timestamp>2012-08-10T18:22:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="126">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
 |-
 | [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |}</text>
    </revision>
    <revision>
      <id>571</id>
      <timestamp>2012-08-10T18:26:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="122">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |}</text>
    </revision>
    <revision>
      <id>573</id>
      <timestamp>2012-08-10T18:29:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="172">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |}</text>
    </revision>
    <revision>
      <id>575</id>
      <timestamp>2012-08-10T18:33:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="440">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_2.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_2.png|thumb|Atlandria]]
|| [[File:Overworld_2.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>578</id>
      <timestamp>2012-08-10T19:04:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="440">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>582</id>
      <timestamp>2012-08-10T19:08:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zones */</comment>
      <text xml:space="preserve" bytes="549">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
 || [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>585</id>
      <timestamp>2012-08-10T19:10:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zones */</comment>
      <text xml:space="preserve" bytes="602">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>760</id>
      <timestamp>2012-08-19T16:51:31Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="616">=Screenshots=
== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>761</id>
      <timestamp>2012-08-19T16:51:50Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="602">== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>1017</id>
      <timestamp>2012-09-01T10:17:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="702">== Character Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}</text>
    </revision>
    <revision>
      <id>1053</id>
      <timestamp>2012-09-07T12:43:54Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="802">== Scenes ==
{|
 | [[File:HG_Totally_Screwed.jpg|thumb|Slime attack at Norcia Swamp]]
|}

== Character Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1055</id>
      <timestamp>2012-09-07T13:30:07Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>/* Scenes */</comment>
      <text xml:space="preserve" bytes="858">== Scenes ==
{|
 | [[File:HG_Raid.jpg|thumb|Raid on the Slime Village]]
 | [[File:HG_Totally_Screwed.jpg|thumb|Slime attack at Norcia Swamp]]
|}

== Character Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1056</id>
      <timestamp>2012-09-07T13:32:00Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>/* Scenes */</comment>
      <text xml:space="preserve" bytes="866">== Scenes ==
{|
 | [[File:HG_Raid.jpg|thumb|Raid on the Slime Village at dusk]]
 | [[File:HG_Totally_Screwed.jpg|thumb|Slime attack at Norcia Swamp]]
|}

== Character Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1234</id>
      <timestamp>2013-05-12T16:24:45Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1134">== May 12th, 2013 ==
{|
 | [[File:color_sync.png|thumb|Equipping our Bird Soldier]]
|| [[File:fighting_goblins_2.png|thumb|Fighting a Goblin]]
|| [[File:holy_fast.png|thumb|The Current Rendering Engine]]
 |-
 | [[File:gigaslime.png|thumb|Gigaslime Test]]
 |}

== Scenes ==
{|
 | [[File:HG_Raid.jpg|thumb|Raid on the Slime Village at dusk]]
 | [[File:HG_Totally_Screwed.jpg|thumb|Slime attack at Norcia Swamp]]
|}

== Character Concept Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1235</id>
      <timestamp>2013-05-12T16:29:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1109">== May 12th, 2013 ==
{|
 | [[File:color_sync.png|thumb|Equipping our Bird Soldier]]
|| [[File:fighting_goblins_2.png|thumb|Fighting a Goblin]]
|| [[File:nvidia_test.png|thumb|Rendering Engine on NVidia Cards]]
 |-
 | [[File:gigaslime.png|thumb|Gigaslime Test]]
|| [[File:server_update.png|thumb|New Server Features]]
|| [[File:shining_force_testpng|thumb|Shining Force-Style Battle]]
 |}

== Character Concept Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1241</id>
      <timestamp>2013-05-12T16:34:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1110">== May 12th, 2013 ==
{|
 | [[File:color_sync.png|thumb|Equipping our Bird Soldier]]
|| [[File:fighting_goblins_2.png|thumb|Fighting a Goblin]]
|| [[File:nvidia_test.png|thumb|Rendering Engine on NVidia Cards]]
 |-
 | [[File:gigaslime.png|thumb|Gigaslime Test]]
|| [[File:server_update.png|thumb|New Server Features]]
|| [[File:shining_force_test.png|thumb|Shining Force-Style Battle]]
 |}

== Character Concept Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
    <revision>
      <id>1242</id>
      <timestamp>2013-05-12T16:35:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* May 12th, 2013 */</comment>
      <text xml:space="preserve" bytes="1102">== May 12th, 2013 ==
{|
 | [[File:color_sync.png|thumb|Equipping our Bird Soldier]]
|| [[File:fighting_goblins_2.png|thumb|Fighting a Goblin]]
|| [[File:nvidia_test.png|thumb|Rendering on NVidia Card]]
 |-
 | [[File:gigaslime.png|thumb|Gigaslime Test]]
|| [[File:server_update.png|thumb|New Server Features]]
|| [[File:shining_force_test.jpg|thumb|Shining Force-Style Battle]]
 |}

== Character Concept Art ==
{|
 | [[File:Archer.jpg|thumb|Archer]]
|| [[File:Wizard.jpg|thumb|Wizard]]
 |}

== Zones ==
{|
 | [[File:Harmonia_Castle.png|thumb|Harmonia Castle]]
|| [[File:Harmonia_Town.png|thumb|Harmonia Town]]
|| [[File:Cursed_Prison.png|thumb|Cursed Prison]]
 |-
 | [[File:Garden_Tree.png|thumb|The Great Tree]]
|| [[File:Forest_Maze.png|thumb|The Forest Labyrinth]]
|| [[File:Elemental_Tower.png|thumb|Elemental Tower]]
 |}

== Overworld ==
{|
 | [[File:Overworld_1.png|thumb|Outside Harmonia]]
|| [[File:Overworld_2.png|thumb|Northern Lands]]
|| [[File:Overworld_3.png|thumb|Ragnor Desert]]
 |-
 | [[File:Overworld_4.png|thumb|Atlandria]]
|| [[File:Overworld_5.png|thumb|Thorne Forest]]
 |}
__NOTOC__</text>
    </revision>
  </page>
  <page>
    <title>Slime Runner</title>
    <ns>0</ns>
    <id>237</id>
      <sha1>3qaligncrgphyc4y0zu7clo3cd2fgpa</sha1>
    <revision>
      <id>1194</id>
      <timestamp>2013-01-12T20:33:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Downloads ==  * Slime Runner! Alpha v4 (Windows / Linux32 build)&quot;</comment>
      <text xml:space="preserve" bytes="67">== Downloads ==

* Slime Runner! Alpha v4 (Windows / Linux32 build)</text>
    </revision>
    <revision>
      <id>1195</id>
      <timestamp>2013-01-12T20:53:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="343">== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux 32: [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|right|210px|alt=Class Promotion Tree]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1197</id>
      <timestamp>2013-01-12T20:55:31Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="348">== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux 32: [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1198</id>
      <timestamp>2013-01-12T20:56:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="387">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==

== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux 32: [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1199</id>
      <timestamp>2013-01-12T20:59:04Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="677">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;i&gt;&quot;The nefarious Professor Jerkface has released a horde of explosive slimes against the peaceful people of Peacefultown!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your jogging regimen.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux 32: [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1200</id>
      <timestamp>2013-01-12T20:59:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* What is &quot;Slime Runner!&quot;? */</comment>
      <text xml:space="preserve" bytes="698">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux 32: [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1201</id>
      <timestamp>2013-01-12T20:59:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="704">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

== Downloads ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1202</id>
      <timestamp>2013-01-12T21:02:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="964">&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</text>
    </revision>
    <revision>
      <id>1203</id>
      <timestamp>2013-01-12T21:02:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="963">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1204</id>
      <timestamp>2013-01-13T01:53:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="965">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1205</id>
      <timestamp>2013-01-18T21:46:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1180">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;
&lt;/ul&gt;

Changelog:
* Test1
* Test2

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1206</id>
      <timestamp>2013-01-18T21:49:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1601">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1207</id>
      <timestamp>2013-01-19T12:48:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="1659">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1208</id>
      <timestamp>2013-01-26T08:22:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1732">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy!  Please use v1.0.1.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1209</id>
      <timestamp>2013-04-26T05:13:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2473">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Link]&lt;/li&gt;
&lt;li&gt;Linux: Coming soon!&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their their when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1210</id>
      <timestamp>2013-04-26T05:27:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2531">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Download Link]&lt;/li&gt;
&lt;li&gt;Linux: &lt;font color=&quot;red&quot;&gt;Coming soon!&lt;/font&gt;&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their their when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Better development environment for Windows, which should help compatibility.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1211</id>
      <timestamp>2013-04-26T05:28:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2506">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Download Link]&lt;/li&gt;
&lt;li&gt;Linux: Coming soon!&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their their when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Better development environment for Windows, which should help compatibility.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1212</id>
      <timestamp>2013-04-26T16:05:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2513">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Download Link]&lt;/li&gt;
&lt;li&gt;Linux: Coming soon!&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their tile when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Better development environment for Windows, which should help compatibility.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2 instead.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1213</id>
      <timestamp>2013-04-27T03:51:44Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Downloads */</comment>
      <text xml:space="preserve" bytes="2751">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Downloads ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2_1.exe Download Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Added a difficulty menu at start.  &quot;Easy&quot; is the original difficulty.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Download Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their tile when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Better development environment for Windows, which should help compatibility.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2 instead.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
    <revision>
      <id>1214</id>
      <timestamp>2013-04-27T03:52:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2777">== What is &lt;i&gt;&quot;Slime Runner!&quot;&lt;/i&gt;? ==
&lt;table&gt;&lt;tr valign=top&gt;&lt;td width=100% style=&quot;padding-right:25px;&quot;&gt;
&lt;i&gt;&quot;The nefarious &lt;b&gt;Professor Jerkface&lt;/b&gt; has released a horde of explosive slimes against the peaceful people of &lt;b&gt;Peacefultown&lt;/b&gt;!  It's not your job to protect this place, so you don't really care, but these bouncing losers could ruin your &lt;b&gt;jogging regimen&lt;/b&gt;.  Dare to be stupid and run anyway!&quot;&lt;/i&gt;

&lt;i&gt;Slime Runner!&lt;/i&gt; is the first completed game using the Harmonia engine.  Take control of a guy whose only wish in life is to get invaluable exercise and not explode.  Run, jump, and dodge dangerous slime creatures in this fun game from Baroque Creations!
&lt;/td&gt;&lt;td&gt;[[File:SlimeRunner.jpg|thumb|240px|Careful; they're full of TNT!]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Latest Version ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2_1.exe Download Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Added a difficulty menu at start.  &quot;Easy&quot; is the original difficulty.&lt;/li&gt;
&lt;/ul&gt;

== Older Versions ==
&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.2&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows: [http://www.harmonia-online.net/downloads/Slime_Runner_v1_2.exe Download Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Several internal rewrites in the graphics engine to increase speed.&lt;/li&gt;
&lt;li&gt;You can now gain points by jogging forward at max speed.&lt;/li&gt;
&lt;li&gt;Switch between top-down and 3D view using the Up and Down arrows.&lt;/li&gt;
&lt;li&gt;Health bar looks cooler.&lt;/li&gt;
&lt;li&gt;Overhauled shaders to work with NVidia cards.&lt;/li&gt;
&lt;li&gt;Your character now slides to the center of their tile when not moving.  This is a new feature of the engine that we haven't bothered to disable :)&lt;/li&gt;
&lt;li&gt;Better development environment for Windows, which should help compatibility.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;font color=&quot;red&quot;&gt;&lt;b&gt;This build is buggy and unstable!  Please use v1.2 instead.&lt;/b&gt;&lt;/font&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.1pre1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_1pre1.zip Link]&lt;/li&gt;

Changelog:
&lt;li&gt;Options window for controlling lighting, game difficulty, volume settings, and other miscellaneous settings.&lt;/li&gt;
&lt;li&gt;Improved camera control.&lt;/li&gt;
&lt;li&gt;Overhauled lighting system.&lt;/li&gt;
&lt;li&gt;Health bar now represented as a yellow bar.&lt;/li&gt;
&lt;li&gt;Several internal changes, upgrades, and minor graphic alterations.&lt;/li&gt;
&lt;li&gt;Text boxes now gradually display text with sound effects.  Skip them by pressing 'Enter' or clicking on them.&lt;/li&gt;
&lt;li&gt;Sprites (usually) no longer appear inside walls.&lt;/li&gt;
&lt;/ul&gt;

&lt;ul&gt;
&lt;p&gt;&lt;u&gt;&lt;b&gt;&lt;font size=&quot;+1&quot;&gt;Slime Runner! v1.0.1&lt;/font&gt;&lt;/b&gt;&lt;/u&gt;&lt;/p&gt;
&lt;li&gt;Windows / Linux (32-bit): [http://www.harmonia-online.net/downloads/slimerunner_v1_0.zip Link]&lt;/li&gt;
&lt;/ul&gt;</text>
    </revision>
  </page>
  <page>
    <title>Staff</title>
    <ns>0</ns>
    <id>134</id>
    <redirect title="Staff:Main" />
      <sha1>hba7dup8moafdgioix8nbkel1ipsnlb</sha1>
    <revision>
      <id>897</id>
      <timestamp>2012-08-21T13:11:55Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Metafarion moved page [[Staff]] to [[Staff:Main]]: Need custom namespace for staff page to make it admin-only</comment>
      <text xml:space="preserve" bytes="24">#REDIRECT [[Staff:Main]]</text>
    </revision>
  </page>
  <page>
    <title>Story</title>
    <ns>0</ns>
    <id>10</id>
      <sha1>9bnits3i6pqs2nq5fx4758sxunc3b6l</sha1>
    <revision>
      <id>31</id>
      <timestamp>2012-05-12T02:50:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in ...&quot;</comment>
      <text xml:space="preserve" bytes="2200">The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered high into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants one ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.

Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will always feel present.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically suppressed.  Gradually, over the course of several generations, all memories of life before the Archons had been completely forgotten.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to purge.  Eighty years ago, the most significant of these discoveries was made:

Magic.

Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.

King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen YOU to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!  

Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...</text>
    </revision>
    <revision>
      <id>32</id>
      <timestamp>2012-05-12T02:51:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2201">The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.

Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will always feel present.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically suppressed.  Gradually, over the course of several generations, all memories of life before the Archons had been completely forgotten.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to purge.  Eighty years ago, the most significant of these discoveries was made:

Magic.

Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.

King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen YOU to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!  

Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...</text>
    </revision>
    <revision>
      <id>33</id>
      <timestamp>2012-05-12T02:52:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2208">The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.

Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will always feel present.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically suppressed.  Gradually, over the course of several generations, all memories of life before the Archons had been completely forgotten.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to purge.  Eighty years ago, the most significant of these discoveries was made:

Magic.

Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.

King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!  

Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...</text>
    </revision>
    <revision>
      <id>34</id>
      <timestamp>2012-05-12T02:55:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2200">The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.

Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to purge.  Eighty years ago, the most significant of these discoveries was made:

Magic.

Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.

King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!  

Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...</text>
    </revision>
    <revision>
      <id>35</id>
      <timestamp>2012-05-12T02:55:52Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2202">The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.

Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made:

Magic.

Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.

King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!  

Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...</text>
    </revision>
    <revision>
      <id>36</id>
      <timestamp>2012-05-12T03:23:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2255">&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;

&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made:&lt;p&gt;

&lt;p&gt;&lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.&lt;/p&gt;

&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;

&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>37</id>
      <timestamp>2012-05-12T03:23:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2283">&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;

&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made:&lt;/p&gt;

&lt;p&gt;&lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.&lt;/p&gt;

&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;

&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>38</id>
      <timestamp>2012-05-12T03:24:53Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2271">&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation during a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  Harmonia, no longer at peace, now prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>61</id>
      <timestamp>2012-05-12T14:37:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2272">&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>71</id>
      <timestamp>2012-05-13T04:00:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2329">== The Story ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

== History ==

== About the Creators ==</text>
    </revision>
    <revision>
      <id>72</id>
      <timestamp>2012-05-13T04:03:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2495">== The Story ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

== History ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>73</id>
      <timestamp>2012-05-13T04:04:46Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2585">== The Story ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

== History ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

== The Harmonia Engine ==
&lt;p&gt;What's going on under he hood? &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>74</id>
      <timestamp>2012-05-13T04:05:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2604">== Events Until Now ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

== History of The Game ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

== The Harmonia Engine ==
&lt;p&gt;What's going on under he hood? &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>144</id>
      <timestamp>2012-05-14T12:42:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2619">== Events Until Now ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

----
== History of The Game ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== The Harmonia Engine ==
&lt;p&gt;What's going on under he hood? &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>145</id>
      <timestamp>2012-05-14T12:42:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2631">== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered deep into the mountains and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

----
== History of The Game ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== The Harmonia Engine ==
&lt;p&gt;What's going on under he hood? &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>147</id>
      <timestamp>2012-05-14T22:28:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* The Free Kingdom of Harmonia */</comment>
      <text xml:space="preserve" bytes="2634">== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered far into the frozen North and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;

----

== History of The Game ==
&lt;p&gt;How did it start, what was it inspired by, why is it the way it is, etc. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== The Harmonia Engine ==
&lt;p&gt;What's going on under he hood? &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;

----
== About the Creators ==
&lt;p&gt;Synival's a pretty good guy. &lt;i&gt;Work-in-progress!&lt;/i&gt;&lt;/p&gt;</text>
    </revision>
    <revision>
      <id>341</id>
      <timestamp>2012-07-15T20:39:55Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2309">== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered far into the frozen North and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>342</id>
      <timestamp>2012-07-15T20:40:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>SimonLB moved page [[About]] to [[Story]]</comment>
      <text xml:space="preserve" bytes="2309">== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered far into the frozen North and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>1232</id>
      <timestamp>2013-05-12T16:06:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2501">&lt;font style=&quot;font-size: 125%; text-color: red;&quot;&gt;The story and lore to Harmonia is currently being retooled.  Anything written here may be scrapped entirely, or made much more awesome.&lt;/font&gt;

== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered far into the frozen North and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>1233</id>
      <timestamp>2013-05-12T16:08:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2500">&lt;font style=&quot;font-size: 125%; color: #ff0000;&quot;&gt;The story and lore to Harmonia is currently being retooled.  Anything written here may be scrapped entirely, or made much more awesome.&lt;/font&gt;

== The Free Kingdom of Harmonia ==
&lt;div class=&quot;story&quot;&gt;
&lt;p&gt;The Archons abandoned Harmonia castle on the last days of the rebellion, marking the end of the Council of Light's reign and the dawn of the Free Kingdom of Harmonia.  Now in exile, the Archons wandered far into the frozen North and formed the walled city of Sanctum.  This city, far secluded from the country its inhabitants once ruled, has opened its gate for no one since its founding, and not one soul has seen or heard from the Archons in over ten generations.&lt;/p&gt;
&lt;p&gt;Though Harmonia steadily grew to become a just and prosperous kingdom, the sins committed by the Council of Light three hundred years ago will never be forgotten.  Throughout the entirety of their four-century rule, the study of history, technology, and archaeology were strictly forbidden.  Books were burned, libraries were outlawed, and all knowledge of the time before their theocracy was systematically purged.  Gradually, over the course of several generations, all memories of life before the Archons had been completely erased.  However, small pieces of Harmonia's past have since been reassembled through research and the discovery of ancient relics the Archons had failed to destroy.  Eighty years ago, the most significant of these discoveries was made: &lt;b&gt;&lt;i&gt;Magic.&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Today, Harmonia is a bustling, thriving nation experiencing a magical renaissance.  However, dark and troubling times are on the horizon.  Corruption and dissent engulf the outer cities, putting Harmonia on the brink of civil war.  Monsters rampage through formerly peaceful territories and, most disturbing of all, rumors tell of restless spirits haunting abandoned ruins and the dead rising again.  No longer at peace, Harmonia prepares for war.&lt;/p&gt;
&lt;p&gt;King Tristan has decreed that a new army be formed to defend Harmonia, fight back against the hordes roaming the countryside, and find the cause of the turmoil sweeping through Harmonia.  The King has personally chosen &lt;i&gt;YOU&lt;/i&gt; to lead a force in this army!  So, assemble a team, prepare for adventure, and seek out whatever evils lurk beyond the castle walls!&lt;/p&gt;
&lt;p&gt;Meanwhile, far removed from the turmoil in Harmonia, for the first time in over three hundred years, the gates of Sanctum have begun to creak open...&lt;/p&gt;
&lt;/div&gt;</text>
    </revision>
  </page>
  <page>
    <title>Storyboard</title>
    <ns>0</ns>
    <id>136</id>
      <sha1>kyj11sict32hq6w4n136w9kgfcdy2t6</sha1>
    <revision>
      <id>928</id>
      <timestamp>2012-08-25T13:50:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;Intro to the game campaign: Rude interruption!  Game loads fully  Pop up comes up showing keys for movement, camera, etc  After pressing any key, next pop up happens  Trainer ...&quot;</comment>
      <text xml:space="preserve" bytes="1902">Intro to the game campaign: Rude interruption!

Game loads fully

Pop up comes up showing keys for movement, camera, etc

After pressing any key, next pop up happens

Trainer portrait upper right with pixilated(Hopefully Takae portrait to showcase her art) and show example of how in game portraits will look

Trainer: You are late! The rest of the platoon has left without you. Now grab a training weapon and ---

Monster: Grrrarooor! Yummy fleshling!

Trainer: Drat! These monsters attacks have been increasing, thats why The King has called upon people like you as of late. We are going to have to skip the formalities and deal with this now.



Narrator: Move closer to the monster to attack it.


Player moves closer to monster

Player hits monster for pitiful damage.

Trainer then follows up the attack for medium damage. Ranged attack or a spell? Your call

Monster then hits player. quarter health damage

Monster: Gimme! 

Monster eats players helmet (this can just be a text and does not require in game visual if not possible)

Trainer: Hang in there recruit! MEEEEEEEEEDIC!

Another sprite shows up, a healer.

Narrator: In Harmonia, you can choose from 8 classes, this one happens to be a healer.


Next round of combat

Player hits monster pitiful damage again

Trainer hits monster medium dmg (monster low on life)

Monster hits player, player half life

Healer heals player to full

Monster: Not fair.. Grrroooaarrr.

Trainer: Its wounded finish it off recruit!

Monster: So hungry...!

Next round of combat

Player hits and defeats monster.


Trainer: Normally you would have a platoon of up to 3 others. Each of them can specialize in various disciplines.

Trainer: Take a break and explore the world. Those monsters won't be showing up again anytime soon if they know whats good for 'em!

Narrator: This concludes our kickstarter demo. Feel free to join the forums and show support!</text>
    </revision>
  </page>
  <page>
    <title>Talk:Getting Started</title>
    <ns>1</ns>
    <id>116</id>
      <sha1>48a3f31g8y8193iytni67wjhy1zlhb7</sha1>
    <revision>
      <id>733</id>
      <timestamp>2012-08-17T08:25:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Some tweaks */ new section</comment>
      <text xml:space="preserve" bytes="364">== Some tweaks ==

This is a good guide, but very Telnet-centric.  I made some adjustments so more of it applied to the official client as well.  Some images of the client would be great - in fact, I'd be happier if it was client-centric as to avoid giving the impression that this is two different games, one with its own program, another connected to via Telnet.</text>
    </revision>
  </page>
  <page>
    <title>Talk:User Commands</title>
    <ns>1</ns>
    <id>115</id>
      <sha1>fsfoukay3gpt9efns7mtkt82hpys0kl</sha1>
    <revision>
      <id>709</id>
      <timestamp>2012-08-15T11:50:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Some slight changes */ new section</comment>
      <text xml:space="preserve" bytes="170">== Some slight changes ==

I went through the commands and tweaked the descriptions a bit to be more accurate.  Also improved the formatting for the HJKL key command set.</text>
    </revision>
    <revision>
      <id>710</id>
      <timestamp>2012-08-15T11:50:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>/* Some slight changes */</comment>
      <text xml:space="preserve" bytes="182">== Some slight changes ==

I went through the commands and tweaked the descriptions a bit to be more accurate.  Also improved the formatting for the HJKL key command set.  -- Synival</text>
    </revision>
  </page>
  <page>
    <title>To-do List</title>
    <ns>0</ns>
    <id>16</id>
      <sha1>6d8w9zae6k16dfd30uicnjm2e1sby0f</sha1>
    <revision>
      <id>65</id>
      <timestamp>2012-05-13T03:13:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!&lt;/p&gt;  == Report Bugs! == * test1 * test2  == Request Changes/Feat...&quot;</comment>
      <text xml:space="preserve" bytes="199">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!&lt;/p&gt;

== Report Bugs! ==
* test1
* test2

== Request Changes/Features! ==
* test1
* test2</text>
    </revision>
    <revision>
      <id>66</id>
      <timestamp>2012-05-13T03:28:01Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="519">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs! ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: 

== Request Changes/Features! ==
&lt;s&gt;* 05-13-12: Typos in the newbie zone, 'skip' is too long&lt;/s&gt;
* 05-13-12: The warrior is slow and boring!
* 05-12-12: Deleting characters
* 05-11-12: Slow MP regen during combat</text>
    </revision>
    <revision>
      <id>67</id>
      <timestamp>2012-05-13T03:28:12Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="519">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs! ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: 

== Request Changes/Features! ==
* &lt;s&gt;05-13-12: Typos in the newbie zone, 'skip' is too long&lt;/s&gt;
* 05-13-12: The warrior is slow and boring!
* 05-12-12: Deleting characters
* 05-11-12: Slow MP regen during combat</text>
    </revision>
    <revision>
      <id>68</id>
      <timestamp>2012-05-13T03:32:06Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="697">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs! ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>70</id>
      <timestamp>2012-05-13T03:59:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="696">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>83</id>
      <timestamp>2012-05-13T04:43:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>SimonLB moved page [[Checklist]] to [[Feedback]]</comment>
      <text xml:space="preserve" bytes="696">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>86</id>
      <timestamp>2012-05-13T04:46:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="839">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: No sign for using the stairs in the tutorial zone.
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>90</id>
      <timestamp>2012-05-13T07:05:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="943">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* 05-13-12: No sign for using the stairs in the tutorial zone.
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>91</id>
      <timestamp>2012-05-13T07:27:24Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Report Bugs */</comment>
      <text xml:space="preserve" bytes="1079">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* 05-13-12: No sign for using the stairs in the tutorial zone.
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>92</id>
      <timestamp>2012-05-13T07:30:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Annoying Things */</comment>
      <text xml:space="preserve" bytes="1134">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* 05-13-12: No sign for using the stairs in the tutorial zone.
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>93</id>
      <timestamp>2012-05-14T01:11:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1141">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>94</id>
      <timestamp>2012-05-14T01:12:47Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1141">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* &lt;b&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/b&gt;
* &lt;b&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/b&gt;</text>
    </revision>
    <revision>
      <id>95</id>
      <timestamp>2012-05-14T01:13:32Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1170">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

&lt;div class=&quot;buglist&quot;&gt;
== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* &lt;b&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/b&gt;
* &lt;b&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/b&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>96</id>
      <timestamp>2012-05-14T01:13:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1170">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

&lt;div class=&quot;buglist&quot;&gt;
== Report Bugs ==
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>97</id>
      <timestamp>2012-05-14T01:26:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1170">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia weapons.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>98</id>
      <timestamp>2012-05-14T01:41:10Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1193">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;
&lt;/div&gt;</text>
    </revision>
    <revision>
      <id>107</id>
      <timestamp>2012-05-14T03:26:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1276">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>108</id>
      <timestamp>2012-05-14T03:27:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Feature Requests */</comment>
      <text xml:space="preserve" bytes="1357">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the list, and date them accordingly in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>109</id>
      <timestamp>2012-05-14T03:29:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="1360">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>120</id>
      <timestamp>2012-05-14T05:44:11Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Annoying Things */</comment>
      <text xml:space="preserve" bytes="1400">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>121</id>
      <timestamp>2012-05-14T05:47:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Feature Requests */</comment>
      <text xml:space="preserve" bytes="1466">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>125</id>
      <timestamp>2012-05-14T09:31:14Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Class/Character Requests */</comment>
      <text xml:space="preserve" bytes="1580">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: SERIOUS: state not being preserved correctly D: D: D:
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>132</id>
      <timestamp>2012-05-14T10:58:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Report Bugs */</comment>
      <text xml:space="preserve" bytes="1594">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-13-12: The warrior is slow and boring!
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>133</id>
      <timestamp>2012-05-14T11:01:13Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Class/Character Requests */</comment>
      <text xml:space="preserve" bytes="1652">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: New system for weapon classes
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>148</id>
      <timestamp>2012-05-15T16:20:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Feature Requests */</comment>
      <text xml:space="preserve" bytes="1610">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>149</id>
      <timestamp>2012-05-15T16:26:54Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Feature Requests */</comment>
      <text xml:space="preserve" bytes="1641">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>150</id>
      <timestamp>2012-05-15T19:44:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Class/Character Requests */</comment>
      <text xml:space="preserve" bytes="1686">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-15-12: Skills for Knights (trample sux)
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>155</id>
      <timestamp>2012-05-15T23:47:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Class/Character Requests */</comment>
      <text xml:space="preserve" bytes="1717">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-13-12: Fire Spectre: looking at item on the ground crashes game.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>159</id>
      <timestamp>2012-05-18T09:08:15Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Report Bugs */</comment>
      <text xml:space="preserve" bytes="1814">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-18-12: Overhaul object saving to forbid duplicate IDs.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.

== Annoying Things ==
* 05-14-12: MP usage on aborted spells.
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Regen too annoying at higher level - make it exponential
* 05-13-12: Warrior 'counter' ability isn't very useful.

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>160</id>
      <timestamp>2012-05-18T09:09:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Annoying Things */</comment>
      <text xml:space="preserve" bytes="1836">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-18-12: Overhaul object saving to forbid duplicate IDs.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-14-12: Inform the player when new spells/skills are learned.
* 05-14-12: Cooldown system for skills
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>161</id>
      <timestamp>2012-05-18T09:09:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Feature Requests */</comment>
      <text xml:space="preserve" bytes="1850">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-18-12: Overhaul object saving to forbid duplicate IDs.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* 05-11-12: Slow MP regen during combat
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>162</id>
      <timestamp>2012-05-18T09:09:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Class/Character Requests */</comment>
      <text xml:space="preserve" bytes="1857">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-18-12: Overhaul object saving to forbid duplicate IDs.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>175</id>
      <timestamp>2012-05-21T16:55:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Report Bugs */</comment>
      <text xml:space="preserve" bytes="1864">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* 05-13-12: Finish Norcia &lt;s&gt;weapon names&lt;/s&gt; and spells.
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>176</id>
      <timestamp>2012-05-21T16:55:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Zone Requests */</comment>
      <text xml:space="preserve" bytes="1864">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 05-13-12: Archer's 'Track Arrow' is totally useless.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>245</id>
      <timestamp>2012-05-29T15:10:27Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Annoying Things */</comment>
      <text xml:space="preserve" bytes="1871">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>345</id>
      <timestamp>2012-07-15T20:43:23Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>SimonLB moved page [[Feedback]] to [[To-do List]]</comment>
      <text xml:space="preserve" bytes="1871">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;</text>
    </revision>
    <revision>
      <id>853</id>
      <timestamp>2012-08-20T15:56:02Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="2090">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12 Focus development on first 10 levels
* 08-20-12 Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12 Tech demo showcasing a full group of 4 during a boss encounter</text>
    </revision>
    <revision>
      <id>855</id>
      <timestamp>2012-08-20T20:17:02Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2739">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12 Focus development on first 10 levels
* 08-20-12 Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12 Tech demo showcasing a full group of 4 during a boss encounter</text>
    </revision>
    <revision>
      <id>857</id>
      <timestamp>2012-08-20T20:58:43Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Compatibility */</comment>
      <text xml:space="preserve" bytes="2827">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12 Focus development on first 10 levels
* 08-20-12 Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12 Tech demo showcasing a full group of 4 during a boss encounter</text>
    </revision>
    <revision>
      <id>914</id>
      <timestamp>2012-08-22T13:52:14Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="3229">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12 Focus development on first 10 levels
* 08-20-12 Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12 Tech demo showcasing a full group of 4 during a boss encounter

=== Marketing strategies ===
* 08-22-12 New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12 Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12 Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>915</id>
      <timestamp>2012-08-22T13:52:51Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <comment>/* Marketing strategies */</comment>
      <text xml:space="preserve" bytes="3232">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12 Focus development on first 10 levels
* 08-20-12 Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12 Tech demo showcasing a full group of 4 during a boss encounter

=== Marketing strategies ===
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>916</id>
      <timestamp>2012-08-22T13:53:23Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <comment>/* Suggestions */</comment>
      <text xml:space="preserve" bytes="3235">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

=== Marketing strategies ===
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>918</id>
      <timestamp>2012-08-22T13:53:42Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <comment>/* Suggestions */</comment>
      <text xml:space="preserve" bytes="3233">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Not reporting missing functions from glewInit().
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

== Marketing strategies ==
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>920</id>
      <timestamp>2012-08-23T07:01:48Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Compatibility */</comment>
      <text xml:space="preserve" bytes="3288">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D * 08-23-12: Dialogues for Unix builds (gnome?).
client.
* &lt;s&gt;08-20-12: Not reporting missing functions from glewInit().&lt;/s&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

== Marketing strategies ==
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>923</id>
      <timestamp>2012-08-23T07:58:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Compatibility */</comment>
      <text xml:space="preserve" bytes="3288">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.
* 08-23-12: Dialogues for Unix builds (gnome?).
* &lt;s&gt;08-20-12: Not reporting missing functions from glewInit().&lt;/s&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

== Marketing strategies ==
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>925</id>
      <timestamp>2012-08-24T06:11:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="3328">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.
* 08-23-12: Dialogues for Unix builds (gnome?).
* &lt;s&gt;08-20-12: Not reporting missing functions from glewInit().&lt;/s&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-24-12: Server CPU usage at 100% D:
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

== Marketing strategies ==
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
    <revision>
      <id>926</id>
      <timestamp>2012-08-24T08:30:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Report Bugs */</comment>
      <text xml:space="preserve" bytes="3420">&lt;p&gt;Here's a list of bugs, upcoming features, and feature requests.  Please edit this page at your convenience!  Please place new entries at the top of the appropriate category and date them in the MM-DD-YY format.&lt;/p&gt;

== Compatibility ==
* 08-20-12: Mac OSX: Builds crashing on earlier systems - compile with earlier SDK!
* 08-20-12: Mac OSX: Errors during resize on some systems.
* 08-20-12: Windows: No backtrace for error reports.
* 08-20-12: Windows: Resizing window sometimes produces black squares in the 3D client.
* 08-23-12: Dialogues for Unix builds (gnome?).
* &lt;s&gt;08-20-12: Not reporting missing functions from glewInit().&lt;/s&gt;

== Report Bugs ==
&lt;div class=&quot;buglist&quot;&gt;
* 08-24-12: Disarm is really broken; fix it!
* 08-24-12: Disarm corrupting stats of things.
* 08-24-12: Server CPU usage at 100% D:
* 08-20-12: Players/mercs getting stuck within town boundaries.  (object_put() bug)
* 08-20-12: Player death broken when not selected as active character.
* 05-08-12: Still doesn't warn about invalid characters during character/account creation.
* &lt;s&gt;05-13-12: Warrior skill &quot;Bash&quot; lets corpses get back up.&lt;/s&gt;
* &lt;s&gt;05-13-12: SERIOUS: state not being preserved correctly D: D: D:&lt;/s&gt;
* &lt;s&gt;05-13-12: Fire Spectre: looking at item on the ground crashes game.&lt;/s&gt; Was caused by something else.
* &lt;s&gt;05-18-12: Overhaul object saving to forbid duplicate IDs.&lt;/s&gt;

== Annoying Things ==
* 08-20-12: NPCs don't return with angel feathers.
* 08-20-12: Controlled characters and group management is broken and dumb.
* 08-20-12: Mercs don't get equipment bonuses.
* 08-20-12: Mercs start with random drops.
* 05-13-12: Warrior 'counter' ability isn't very useful.
* &lt;s&gt;05-14-12: MP usage on aborted spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: Regen too annoying at higher level - make it exponential&lt;/s&gt; Too OP!
* &lt;s&gt;05-13-12: Archer's 'Track Arrow' is totally useless.&lt;/s&gt;

== Feature Requests ==
* 05-15-12: A useful help menu
* 05-12-12: Deleting characters
* 05-10-12: Splitting gold
* 05-10-12: Selling items
* &lt;s&gt;05-14-12: Inform the player when new spells/skills are learned.&lt;/s&gt;
* &lt;s&gt;05-14-12: Cooldown system for skills&lt;/s&gt;

== Class/Character Requests ==
* &lt;s&gt;05-14-12: The Birdsoldier's 'Enchant' skill is too useful.&lt;/s&gt;
* &lt;s&gt;05-14-12: 'Smite 1' is really awful.&lt;/s&gt;
* &lt;s&gt;05-13-12: The warrior is slow and boring!&lt;/s&gt; (This will resolve itself when mercenaries are in)
* &lt;s&gt;05-15-12: Skills for Knights (trample sux)&lt;/s&gt; 'Pull' and 'Pierce'! :D
* &lt;s&gt;05-11-12: Slow MP regen during combat&lt;/s&gt;

== Zone Requests ==
* 05-14-12: Explain &lt;s&gt;looting&lt;/s&gt;, spells, MP regen, and weapon classes in the tutorial.
* &lt;s&gt;05-13-12: Finish Norcia weapon names and spells.&lt;/s&gt;
* &lt;s&gt;05-13-12: No sign for using the stairs in the tutorial zone.&lt;/s&gt;
* &lt;s&gt;05-13-12: Typos in the tutorial zone, 'skip' is too short&lt;/s&gt;

== Suggestions ==
* 08-20-12: Focus development on first 10 levels
* 08-20-12: Focus on 4 classes at the start: Soldier, Archer, Magician, Priest
* 08-20-12: Tech demo showcasing a full group of 4 during a boss encounter

== Marketing strategies ==
* 08-22-12: New price points and kickstarter goals to entice both low income people and high income people.
* 08-22-12: Contests of sorts to get people more involved. Prizes can be low budget to offset costs. Essentially advertising via word of mouth.
* 08-22-12: Interviews for Simon to talk about product more and to clarify how it all comes together to a larger audience.</text>
    </revision>
  </page>
  <page>
    <title>User Commands</title>
    <ns>0</ns>
    <id>102</id>
      <sha1>q3u6e3fcssvtozrfw6oqq06f5o10vq7</sha1>
    <revision>
      <id>647</id>
      <timestamp>2012-08-13T04:05:03Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <comment>Created page with &quot;User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands....&quot;</comment>
      <text xml:space="preserve" bytes="815">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =

* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively

[[File:KeyMap.png]]

= Communication =

* ''Enter / Return Key'': Shows a field to enter text to communicate

= Inventory &amp; Equipment =

* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift + u'': Use an item (such as torches, food, potions, etc.)

= Miscellanies =

* ''?'': Help</text>
    </revision>
    <revision>
      <id>649</id>
      <timestamp>2012-08-13T04:15:30Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="1663">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =

* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off

[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively

= Inventory &amp; Equipment =

* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift + u'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''0, 1, 2, etc.'': Use the bound skill

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.</text>
    </revision>
    <revision>
      <id>650</id>
      <timestamp>2012-08-13T04:29:45Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="2286">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =

* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of

[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>663</id>
      <timestamp>2012-08-13T05:15:01Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="2293">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =

* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of

[[File:KeyMap.png|thumb|center|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>696</id>
      <timestamp>2012-08-15T11:31:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Some minor visual tweaks</comment>
      <text xml:space="preserve" bytes="2309">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =

{ |
  |
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of
 ||
[[File:KeyMap.png|thumb|center|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>697</id>
      <timestamp>2012-08-15T11:32:36Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2312">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

{ |
  |

= Movement =
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of

 ||

[[File:KeyMap.png|thumb|center|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]

  |}

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>698</id>
      <timestamp>2012-08-15T11:39:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="2299">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 |
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of
 ||
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>699</id>
      <timestamp>2012-08-15T11:39:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Movement */</comment>
      <text xml:space="preserve" bytes="2325">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of
 || align=&quot;top&quot;|
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>700</id>
      <timestamp>2012-08-15T11:40:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Movement */</comment>
      <text xml:space="preserve" bytes="2325">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key / s'': Global chat
* ''c'': Group chat
* ''t'': Talk directly to an entity, which is listed with letters; select a letter corresponding to the entity
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online
* ''Shift Y'': Yells chat

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>701</id>
      <timestamp>2012-08-15T11:42:35Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Communication */</comment>
      <text xml:space="preserve" bytes="2315">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity, which is listed with letters; select a letter corresponding to the entity
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>702</id>
      <timestamp>2012-08-15T11:43:08Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Movement */</comment>
      <text xml:space="preserve" bytes="2268">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>703</id>
      <timestamp>2012-08-15T11:43:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Inventory &amp; Equipment */</comment>
      <text xml:space="preserve" bytes="2307">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target, which is listed with letters; select a letter corresponding to the entity
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>704</id>
      <timestamp>2012-08-15T11:44:42Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>/* Combat */</comment>
      <text xml:space="preserve" bytes="2252">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target specified by hotkey
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift G'': Add a person to a party
* ''Shift C'': Give consent, accepting a party invite

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>705</id>
      <timestamp>2012-08-15T11:46:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Group */</comment>
      <text xml:space="preserve" bytes="2286">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target specified by hotkey
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift C'': Give consent to group leader for invite
* ''Shift G'': Add/kick members from your group.  Must be group leader.

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* ''''': Hide items
* ''Shift O'': Toggle the placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>706</id>
      <timestamp>2012-08-15T11:47:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Graphical */</comment>
      <text xml:space="preserve" bytes="2291">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target specified by hotkey
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift C'': Give consent to group leader for invite
* ''Shift G'': Add/kick members from your group.  Must be group leader.

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* '' ' '': Hide items
* ''Shift O'': Cycle through placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn]], found in cities.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>707</id>
      <timestamp>2012-08-15T11:48:33Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Miscellanies */</comment>
      <text xml:space="preserve" bytes="2298">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target specified by hotkey
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift C'': Give consent to group leader for invite
* ''Shift G'': Add/kick members from your group.  Must be group leader.

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* '' ' '': Hide items
* ''Shift O'': Cycle through placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn|inn]], found in all towns.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
    <revision>
      <id>708</id>
      <timestamp>2012-08-15T11:49:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Movement */</comment>
      <text xml:space="preserve" bytes="2311">User Commands are keys and commands that can be pressed or typed by a user to have the game execute the respective function. The following is a grouped list of those commands. Keys that are upper-case will have the &quot;shift&quot; command appended before the letter.

= Movement =
{|
 | align=&quot;top&quot; width=&quot;100%&quot;|
* ''Arrow Keys'': Moves up, down, left, right
* ''h, j, k, l'': Moves left, down, up, right, respectively
* ''y, u, b, n'': Moves top-left, top-right, bottom-left, bottom-right, respectively
* ''f'': Toggle fly on or off
* ''Shift F'': Follow an entity specified by target hotkey.
* ''Shift L'': Look at what the player is on top of
 | align=&quot;top&quot; |
[[File:KeyMap.png|thumb|Classic [http://en.wikipedia.org/wiki/NetHack Nethack] movement-key map.]]
  |}

= Communication =

* ''Enter / Return Key'': Global chat
* ''s'' / ''Shift Y'': Say or Yell - heard only by nearby players.
* ''c'': Group chat
* ''t'': Talk directly to an entity specified by target hotkey.
* '', and .'': Go up and down a single line of text in the chat logs, respectively
* ''Shift &lt; and Shift &gt;'': Go up and down a page of text in the chat logs, respectively
* ''Shift W'': Shows who is online

= Inventory &amp; Equipment =

* ''Shift S'': Character sheet / status of yourself or another entity
* ''i'': Look at items in your inventory
* ''e'': Remove or equip wearable items (such as armor, weapons, etc.)
* ''Shift U'': Use an item (such as torches, food, potions, etc.)
* ''d'': Drop an item
* ''g'': Get or pickup items immediately below the character
* ''v'': Give an item

= Combat =

* ''a'': Attack a target specified by hotkey
* ''x'': Toggle your weapon
* ''Shift 0, 1, 2, etc.'': Bind a skill
* ''0, 1, 2, etc.'': Use the bound skill
* ''Shift D'': Something combat (unknown)

= Group =

* ''Shift C'': Give consent to group leader for invite
* ''Shift G'': Add/kick members from your group.  Must be group leader.

= Graphical =

* ''r'': Refresh game client
* '';'': Hide entities
* '' ' '': Hide items
* ''Shift O'': Cycle through placement and position of on-screen elements

= Miscellanies =

* ''?'': Help
* ''q'': Quit the game, though you may only do this once in an [[Inn|inn]], found in all towns.
* ''Shift R'': Cycle through maximum connection speeds (default is 25 kB/sec)
* ''Shift T'': World time and weather</text>
    </revision>
  </page>
  <page>
    <title>User talk:Firetaffer</title>
    <ns>3</ns>
    <id>113</id>
      <sha1>qzyiwgq08k6bj8aokynx6343sfmtguz</sha1>
    <revision>
      <id>671</id>
      <timestamp>2012-08-13T08:16:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="250">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 10:16, 13 August 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:GreyAntyum</title>
    <ns>3</ns>
    <id>129</id>
      <sha1>e2mczoxnpj6xxt5gdy6n7o4uvf6hb21</sha1>
    <revision>
      <id>845</id>
      <timestamp>2012-08-20T13:10:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="250">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 15:10, 20 August 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Karock</title>
    <ns>3</ns>
    <id>27</id>
      <sha1>3u03fvm3up75ypuidh9qccr9yeash1n</sha1>
    <revision>
      <id>154</id>
      <timestamp>2012-05-15T23:27:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="256">'''Welcome to ''Scars of Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 01:27, 16 May 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Metafarion</title>
    <ns>3</ns>
    <id>70</id>
      <sha1>radhfvqpmp8kfxvx7f8nmgvkzvn29jc</sha1>
    <revision>
      <id>458</id>
      <timestamp>2012-07-27T17:19:54Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;I like the flow of this pitch, composition is good, says everything it needs to say.  I intend to nitpick on the wording later when I have some more time :-)&quot;</comment>
      <text xml:space="preserve" bytes="157">I like the flow of this pitch, composition is good, says everything it needs to say.  I intend to nitpick on the wording later when I have some more time :-)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Nint22</title>
    <ns>3</ns>
    <id>101</id>
      <sha1>gtcgxpl942agqsx86jd8neq84fn14tb</sha1>
    <revision>
      <id>645</id>
      <timestamp>2012-08-13T03:49:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="250">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 05:49, 13 August 2012 (CEST)</text>
    </revision>
    <revision>
      <id>672</id>
      <timestamp>2012-08-13T08:21:28Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* White on Black Terminal? */ new section</comment>
      <text xml:space="preserve" bytes="542">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 05:49, 13 August 2012 (CEST)

== White on Black Terminal? ==

Hey, just noticed you have a &quot;Getting Started&quot; page going, very nice.  Hate to be a bother, but the game is designed to run in a white-on-black terminal; I think certain things won't be visible otherwise.  Any chance you could incorporate that into the page?</text>
    </revision>
    <revision>
      <id>684</id>
      <timestamp>2012-08-13T20:03:06Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="697">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 05:49, 13 August 2012 (CEST)

== White on Black Terminal? ==

Hey, just noticed you have a &quot;Getting Started&quot; page going, very nice.  Hate to be a bother, but the game is designed to run in a white-on-black terminal; I think certain things won't be visible otherwise.  Any chance you could incorporate that into the page?

Very good point - I'll see if I can make that modification later today. --[[User:Nint22|Nint22]] ([[User talk:Nint22|talk]]) 22:03, 13 August 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Rushlock</title>
    <ns>3</ns>
    <id>63</id>
      <sha1>j4vcsd9bs0temkh8bp65jpw35s8yz1s</sha1>
    <revision>
      <id>428</id>
      <timestamp>2012-07-20T20:55:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="248">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 22:55, 20 July 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Senyu</title>
    <ns>3</ns>
    <id>95</id>
      <sha1>irkug84w5gwymnil8xhubaj54s9dkci</sha1>
    <revision>
      <id>589</id>
      <timestamp>2012-08-10T21:56:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="250">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 23:56, 10 August 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User talk:Soutalgon</title>
    <ns>3</ns>
    <id>127</id>
      <sha1>e2mczoxnpj6xxt5gdy6n7o4uvf6hb21</sha1>
    <revision>
      <id>843</id>
      <timestamp>2012-08-20T13:10:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Welcome!</comment>
      <text xml:space="preserve" bytes="250">'''Welcome to ''Harmonia''!'''
We hope you will contribute much and well.
You will probably want to read the [[Help:Contents|help pages]].
Again, welcome and have fun! [[User:SimonLB|SimonLB]] ([[User talk:SimonLB|talk]]) 15:10, 20 August 2012 (CEST)</text>
    </revision>
  </page>
  <page>
    <title>User:BartKvz</title>
    <ns>2</ns>
    <id>149</id>
      <sha1>rlby2782xrf8glo6ubp9odtv4eou99f</sha1>
    <revision>
      <id>1002</id>
      <timestamp>2012-08-30T13:30:33Z</timestamp>
      <contributor>
        <username>BartKvz</username>
        <id>29</id>
      </contributor>
      <comment>Created page with &quot;When you want a property security system gadget that will is ideal for a sudden crisis, then your [http://www.silverstar.com.pl dobry dentysta]&lt;br&gt;wireless strain button is ac...&quot;</comment>
      <text xml:space="preserve" bytes="699">When you want a property security system gadget that will is ideal for a sudden crisis, then your [http://www.silverstar.com.pl dobry dentysta]&lt;br&gt;wireless strain button is actually what you require.&lt;br&gt;This particular key, while pressed stimulates some sort of strain alarm through emitting broadcast frequencies. This type of apartment security system lessons absolutely supervised along with monitored. Some high end types likewise have any mike and loudspeaker in which enable the discussion.&lt;br&gt;&lt;br&gt;&lt;br&gt;Name: Bart Fenner&lt;br&gt;My age: 37&lt;br&gt;Country: Italia&lt;br&gt;Home town: Sasso Di Castalda &lt;br&gt;ZIP: 85050&lt;br&gt;Street: Discesa Gaiola 88&lt;br&gt;My name is Bart Fenner. I life in Sasso Di Castalda (Italia).</text>
    </revision>
  </page>
  <page>
    <title>User:Firetaffer</title>
    <ns>2</ns>
    <id>112</id>
      <sha1>phoiac9h4m842xq45sp7s6u21eteeq1</sha1>
    <revision>
      <id>670</id>
      <timestamp>2012-08-13T08:16:19Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
  </page>
  <page>
    <title>User:GertaLeech524</title>
    <ns>2</ns>
    <id>148</id>
      <sha1>n2jk7t7q01nqgr47m5jgrjalxnr6065</sha1>
    <revision>
      <id>1000</id>
      <timestamp>2012-08-30T11:09:15Z</timestamp>
      <contributor>
        <username>GertaLeech524</username>
        <id>28</id>
      </contributor>
      <comment>Created page with &quot;&lt;h1&gt;Cake Recepis&lt;/h1&gt;  How numerous times have you been disappointed by a fantastic looking cake that is not so amazing on the inside? As you are going to see, in fact superb ...&quot;</comment>
      <text xml:space="preserve" bytes="2147">&lt;h1&gt;Cake Recepis&lt;/h1&gt;

How numerous times have you been disappointed by a fantastic looking cake that is not so amazing on the inside? As you are going to see, in fact superb cake recipes aren't all that difficult to come across on the Internet, however you do have to have an understanding of where to appear and what to appear for and have some time to spend researching. [http://Kraftycakes.com online cake recipes]

Once you could have a recipe with promise, make sure which you understand and follow it diligently. The advantages could be sweet, specifically the &quot;mmm's&quot; and sighs emanating from those partaking of your scrumptious cakes.

Where do you obtain cake recipes on the Internet that are deserving of one's time? A fantastic location to get started certainly is at a quality website that delivers cake recipes, which includes the Food Network  or Martha Stewarts web site.

When you get a recipe posted by a fellow Website visitor, rather than say by Martha herself, make sure to check the reviews. Many of these kinds of websites have a review element that permits you to see what other people who've tried the recipe have to say around it, or in the least how plenty of stars they have given it. [http://Kraftycakes.com cupcake recipes]

Here's 1 factor which is a mark of a high quality recipe: high quality ingredients. This might appear to go without having saying, still by quality ingredients, we mean that the ingredients at the recipe is often the a great deal more natural and real forms. For example a high quality cake recipe will have:

And in case you create a cake from a superb sounding recipe, make sure to do it justice and use fresh ingredients. You will notice the difference in taste!

So in common, the very best cake recipes use the freshest and more natural types of ingredients. This doesn't of course make certain the excellence of a recipe, so bear in mind to read those reviews!

Speaking of ingredients, if you could't uncover it inside your neighborhood stores, store on line. Sites which includes Wilton Cake Decorating carry tough-to-discover ingredients. [http://Kraftycakes.com online cake recipes]</text>
    </revision>
  </page>
  <page>
    <title>User:GreyAntyum</title>
    <ns>2</ns>
    <id>128</id>
      <sha1>phoiac9h4m842xq45sp7s6u21eteeq1</sha1>
    <revision>
      <id>844</id>
      <timestamp>2012-08-20T13:10:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
  </page>
  <page>
    <title>User:Karock</title>
    <ns>2</ns>
    <id>26</id>
      <sha1>phoiac9h4m842xq45sp7s6u21eteeq1</sha1>
    <revision>
      <id>153</id>
      <timestamp>2012-05-15T23:27:03Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
  </page>
  <page>
    <title>User:McnameeArms44</title>
    <ns>2</ns>
    <id>141</id>
      <sha1>arkj45knzfaa2k20g4cwoehzi9j1ezi</sha1>
    <revision>
      <id>943</id>
      <timestamp>2012-08-29T02:30:36Z</timestamp>
      <contributor>
        <username>McnameeArms44</username>
        <id>24</id>
      </contributor>
      <comment>Created page with &quot;&lt;h1&gt;Web Based Games&lt;/h1&gt;  There was a time once games had been marketed only by way of dealership stores or software program retailers. But at this time, various of the games ...&quot;</comment>
      <text xml:space="preserve" bytes="3464">&lt;h1&gt;Web Based Games&lt;/h1&gt;

There was a time once games had been marketed only by way of dealership stores or software program retailers. But at this time, various of the games are sold through via the internet sources. A big share of game lovers are tied up with online games and rest try to download their favorite game for zero cost. [http://www.dynastywar.com Samkok]

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There are certain web-sites which are fully dedicated to traditional games. If that you are seeking old you might come across them all grouped and properly sorted by exact same web sites. Since they are older versions, virtually all the games are on the market for zero cost. Yet, a few web sites might charge you a fixed cost for certain category of games. There are as well web-sites that require paid memberships for yearly or monthly access and unlimited downloads. However, if you recognize exactly where to appear for, you are able to absolutely find them for absolutely free.

For employing particular video games downloaded on the internet, you would at the same time need to have its emulator. An emulator allows the user to play the game the way it was originally coded. While downloading the games and their method emulator, you need to guarantee that the version is compatible using the machine and running method you're employing. For such type of information you should do a few on the internet analysis about the game you will need to download. For downloading and installation aid you're able to seek web based help from professionals.

There are some popular societies and networks run by fanatics and technical specialists who are eager to assist out their members in solving all their concerns. Such forums will maintain you posted about all of the most recent developments and events in the gaming globe. It is a great strategy to find out issues faster. [http://dynastywar.faveoe.com Samkok]

Forums and social groups are at the same time maintained by game developers. Nowadays, every new game released in the market has its own web site maintained by its developers and programmers. Their most important function would be to assist gamers find out about their new game, cost structure, offers, gaming methods, and directions. In addition to providing information, these internet sites seek to obtain useful feedback from their gamers.

The World Wide Web is usually a virtual playground. With the current upsurge of browser-based games, which are games played on a internet browser and do not will need any user-side software installation, additional and a great deal more people are joining the fun.</text>
    </revision>
  </page>
  <page>
    <title>User:MichellHzj</title>
    <ns>2</ns>
    <id>154</id>
      <sha1>fzygrr1ry2jjgy568cpueg2wqikdyfo</sha1>
    <revision>
      <id>1019</id>
      <timestamp>2012-09-01T11:43:39Z</timestamp>
      <contributor>
        <username>MichellHzj</username>
        <id>35</id>
      </contributor>
      <comment>Created page with &quot;Not much to say about myself I think.&lt;br&gt;&lt;br&gt;My blog post - [http://www.bnccable.net bnc adaptor]&quot;</comment>
      <text xml:space="preserve" bytes="97">Not much to say about myself I think.&lt;br&gt;&lt;br&gt;My blog post - [http://www.bnccable.net bnc adaptor]</text>
    </revision>
  </page>
  <page>
    <title>User:Nint22</title>
    <ns>2</ns>
    <id>100</id>
      <sha1>2y7vpzzg3rcdovd7219gdfj83di1f8n</sha1>
    <revision>
      <id>644</id>
      <timestamp>2012-08-13T03:49:20Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="853">Jeremy Bridon is a Bachelors of Science graduate of Computer Science from The Pennsylvania State University. He currently resides in the greater east-side area of Washington state.

His passions are in programming, algorithms, and robotics / autonomous systems. He sees programming as a good mix between art and engineering, where there are limitless ways to design and implement solutions for any given problem.

He has been actively involved in building and programming automated vehicles and robotic systems since 2006. He also works on several Open Source projects, autonomous-systems research projects, and has developed several interactive-media applications on a variety of platforms ranging from Windows to iOS. Check out his developer’s blog, found at jbridon.com

Jeremy's goals for Harmonia is to help in the development process in any way.</text>
    </revision>
  </page>
  <page>
    <title>User:PercyPN</title>
    <ns>2</ns>
    <id>146</id>
      <sha1>sg1dvgu997k88mugzxf2rnehxsu6qur</sha1>
    <revision>
      <id>997</id>
      <timestamp>2012-08-30T07:52:07Z</timestamp>
      <contributor>
        <username>PercyPN</username>
        <id>27</id>
      </contributor>
      <comment>Created page with &quot;Name: Percy Henderson&lt;br&gt;Age: 23&lt;br&gt;Country: Great Britain&lt;br&gt;Town: Abersoch &lt;br&gt;ZIP: LL53 9SU&lt;br&gt;Street: 60 Main St&lt;br&gt;&lt;br&gt;Also visit my web blog :: [http://www.test.org test]&quot;</comment>
      <text xml:space="preserve" bytes="176">Name: Percy Henderson&lt;br&gt;Age: 23&lt;br&gt;Country: Great Britain&lt;br&gt;Town: Abersoch &lt;br&gt;ZIP: LL53 9SU&lt;br&gt;Street: 60 Main St&lt;br&gt;&lt;br&gt;Also visit my web blog :: [http://www.test.org test]</text>
    </revision>
  </page>
  <page>
    <title>User:RomineJahnke25</title>
    <ns>2</ns>
    <id>144</id>
      <sha1>7d4hjlq78t85tnmceqi5f2ek3muc3h7</sha1>
    <revision>
      <id>974</id>
      <timestamp>2012-08-29T19:09:29Z</timestamp>
      <contributor>
        <username>RomineJahnke25</username>
        <id>25</id>
      </contributor>
      <comment>Created page with &quot;Choose the right type of yeast. Very simply, fermentation may be the natural conversion of sugar to alcohol by working with numerous types of yeast. Yeast produces equal amoun...&quot;</comment>
      <text xml:space="preserve" bytes="2903">Choose the right type of yeast. Very simply, fermentation may be the natural conversion of sugar to alcohol by working with numerous types of yeast. Yeast produces equal amounts of alcohol and carbon dioxide. [http://thebeerbrewingbook.com Home Brewing Beer Book]

So a lot of homebrew beer makers feel adding far more sugar produces a stronger brew. Not surprisingly, there is a minimum amount of stuff you will need to efficiently brew beer. There are 4 essential products of equipment which you will require before you begin your 1st brew.

The ideal technique to start off your very first brew project would be to keep it simple. It is possibly very best to obtain a kit to get started off with. However, if you do not understand precisely what you need it really is nonetheless perfect to purchase a kit. There is only a small temperature window to make use of as soon as brewing, be sure you do not stray out of it.

In brewing temperature is crucial. Brewing the beer, nevertheless, is only 1 part of the enjoyable of this outstanding hobby. The other component of brewing your personal beer is enjoying the distinctive taste that you make. [http://thebeerbrewingbook.com/beer-brewing-book/ Home Brewing Beer Book]

Of course, the plenty of vital beer brewing present is perhaps the How-To book on homemade beer. Just by creating a number of fundamental skills you too can develop a pleasant tasting, original beer. Starter kits include equipments that would enable someone to create around 5 gallons of beer. One thing that a whole lot of starter kits don't consist of is bottles to put your new homebrew in.

And not merely any bottles will do, you want the older design bottles whose caps do not screw on. The spigots generate it easier to fill the bottles with beer once the bottling process is done. Once the beer has been fermented, it really is transferred into the bottling bucket making use of the siphon unit. The fermenting bucket is what you are going to use to ferment your unfermented beer, that's otherwise identified as the wort. My suggestions would be to start out your search inside your neighborhood phonebook below either &quot;beer&quot; or &quot;hobbies&quot;.

Prices begin below $100 and can go north of $400 fairly very easily. To start out any brewing procedure you must 1st master the sterilization procedure. Don't locate discouraged, give consideration to it portion of the studying process. Don't come to be a sugar brewer. [http://www.thebeerbrewingbook.com The Beer Brewing Book]

In truth for a large number of beers it is superior not to utilize any sugar at all. In reality I've discovered that I've been able to create a few incredibly consistent beers more than and over once more. Larger, and Ales, and have incredibly diverse houses that you simply need to have a number of manage more than. Far superior to use pure malt. The can of hopped malt extract will assist with this.</text>
    </revision>
  </page>
  <page>
    <title>User:Rushlock</title>
    <ns>2</ns>
    <id>62</id>
      <sha1>ns7pnva1fazioymlec82m6gml7nttns</sha1>
    <revision>
      <id>427</id>
      <timestamp>2012-07-20T20:55:30Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="35">Long time SF player and SFC member.</text>
    </revision>
  </page>
  <page>
    <title>User:Senyu</title>
    <ns>2</ns>
    <id>94</id>
      <sha1>phoiac9h4m842xq45sp7s6u21eteeq1</sha1>
    <revision>
      <id>588</id>
      <timestamp>2012-08-10T21:56:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="0" />
    </revision>
  </page>
  <page>
    <title>User:Soutalgon</title>
    <ns>2</ns>
    <id>126</id>
      <sha1>o8fbcu7tlfqsgt0tt1xeaw5uowng0xm</sha1>
    <revision>
      <id>842</id>
      <timestamp>2012-08-20T13:09:59Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>Creating user page with biography of new user.</comment>
      <text xml:space="preserve" bytes="255">29 year old, male

Degree in Business Management from Purdue Calumet

Degree in Psychology from Calumet College

www.facebook.com/soutalgon

219-614-1128

A lifetime of gaming experience since the age of two. Likes to study philosophy for fun on the side.</text>
    </revision>
    <revision>
      <id>847</id>
      <timestamp>2012-08-20T14:36:13Z</timestamp>
      <contributor>
        <username>Soutalgon</username>
        <id>10</id>
      </contributor>
      <text xml:space="preserve" bytes="242">29 year old, male

Degree in Business Management from Purdue Calumet

Degree in Psychology from Calumet College

www.facebook.com/soutalgon


A lifetime of gaming experience since the age of two. Likes to study philosophy for fun on the side.</text>
    </revision>
  </page>
  <page>
    <title>Videos</title>
    <ns>0</ns>
    <id>156</id>
      <sha1>i9jwop7f5azs60j0nhnnjsfum44o8a0</sha1>
    <revision>
      <id>1027</id>
      <timestamp>2012-09-03T14:46:03Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;==Latest features== {{#ev:youtube|ybOzSJSNiXk|341|left}}{{#ev:youtube|2ImlFpx5J9s|341|right}} {{#ev:youtube|rX2yt4rHk1s|341|left}}{{#ev:youtube|dUiJeOtKwSQ|341|right}}  ==Prom...&quot;</comment>
      <text xml:space="preserve" bytes="258">==Latest features==
{{#ev:youtube|ybOzSJSNiXk|341|left}}{{#ev:youtube|2ImlFpx5J9s|341|right}}
{{#ev:youtube|rX2yt4rHk1s|341|left}}{{#ev:youtube|dUiJeOtKwSQ|341|right}}

==Promotional==
{{#ev:youtube|D7HDPAR6LvQ|341|left}}{{#ev:youtube|8DV8KkFZZgY|341|right}}</text>
    </revision>
    <revision>
      <id>1028</id>
      <timestamp>2012-09-03T14:47:37Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="317">==Latest features==
{{#ev:youtube|ybOzSJSNiXk|341|left}}{{#ev:youtube|2ImlFpx5J9s|341|right}}
{{#ev:youtube|rX2yt4rHk1s|341|left}}{{#ev:youtube|dUiJeOtKwSQ|341|right}}

==Promotional==
{{#ev:youtube|D7HDPAR6LvQ|341|left}}{{#ev:youtube|8DV8KkFZZgY|341|right}}


'''More at http://www.youtube.com/user/synival/videos'''</text>
    </revision>
    <revision>
      <id>1031</id>
      <timestamp>2012-09-03T14:55:21Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="319">==Latest features==
{{#ev:youtube|ybOzSJSNiXk|341|left}}{{#ev:youtube|2ImlFpx5J9s|341|right}}
{{#ev:youtube|rX2yt4rHk1s|341|left}}{{#ev:youtube|dUiJeOtKwSQ|341|right}}



==Promotional==
{{#ev:youtube|D7HDPAR6LvQ|341|left}}{{#ev:youtube|8DV8KkFZZgY|341|right}}


'''More at http://www.youtube.com/user/synival/videos'''</text>
    </revision>
    <revision>
      <id>1032</id>
      <timestamp>2012-09-03T15:00:01Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="319">==Latest features==
{{#ev:youtube|ybOzSJSNiXk|344|left}}{{#ev:youtube|2ImlFpx5J9s|344|right}}
{{#ev:youtube|rX2yt4rHk1s|344|left}}{{#ev:youtube|dUiJeOtKwSQ|344|right}}



==Promotional==
{{#ev:youtube|D7HDPAR6LvQ|344|left}}{{#ev:youtube|8DV8KkFZZgY|344|right}}


'''More at http://www.youtube.com/user/synival/videos'''</text>
    </revision>
    <revision>
      <id>1225</id>
      <timestamp>2013-05-12T15:56:41Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Latest features */</comment>
      <text xml:space="preserve" bytes="481">==Harmonia Client==
{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}

==Old Videos==
{{#ev:youtube|ybOzSJSNiXk|344|left}}{{#ev:youtube|2ImlFpx5J9s|344|right}}
{{#ev:youtube|rX2yt4rHk1s|344|left}}{{#ev:youtube|dUiJeOtKwSQ|344|right}}

==Promotional==
{{#ev:youtube|D7HDPAR6LvQ|344|left}}{{#ev:youtube|8DV8KkFZZgY|344|right}}


'''More at http://www.youtube.com/user/synival/videos'''</text>
    </revision>
    <revision>
      <id>1226</id>
      <timestamp>2013-05-12T15:58:05Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="259">==Recent Videos==
===Last Updated: April 5th, 2013===
'''More at http://www.youtube.com/user/synival/videos'''

{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
    <revision>
      <id>1227</id>
      <timestamp>2013-05-12T15:59:25Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Last Updated: April 5th, 2013 */</comment>
      <text xml:space="preserve" bytes="305">==Recent Videos==
===Last Updated: April 5th, 2013===
To see all videos, visit the Harmonia channel on YouTube:
* http://www.youtube.com/user/synival/videos

{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
    <revision>
      <id>1228</id>
      <timestamp>2013-05-12T16:00:50Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="340">==Recent Videos==
&lt;font style=&quot;font-size: 150%;&quot;&gt;Last Updated: April 5th, 2013&lt;/font&gt;

* To see all videos, visit the Harmonia channel on YouTube:&lt;br&gt;http://www.youtube.com/user/synival/videos
{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
    <revision>
      <id>1229</id>
      <timestamp>2013-05-12T16:01:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Recent Videos */</comment>
      <text xml:space="preserve" bytes="336">==Recent Videos==
&lt;font style=&quot;font-size: 150%;&quot;&gt;Last Updated: April 5th, 2013&lt;/font&gt;

To see all videos, visit the Harmonia channel on YouTube:
http://www.youtube.com/user/synival/videos

{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
    <revision>
      <id>1230</id>
      <timestamp>2013-05-12T16:03:56Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Recent Videos */</comment>
      <text xml:space="preserve" bytes="349">==Recent Videos==
&lt;font style=&quot;font-size: 150%;&quot;&gt;Last Updated: April 5th, 2013&lt;/font&gt;

* To see all videos, visit the Harmonia channel on YouTube:&lt;br&gt;&lt;br&gt;http://www.youtube.com/user/synival/videos

&lt;hr&gt;{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
    <revision>
      <id>1231</id>
      <timestamp>2013-05-12T16:04:29Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Recent Videos */</comment>
      <text xml:space="preserve" bytes="348">==Recent Videos==
&lt;font style=&quot;font-size: 150%;&quot;&gt;Last Updated: May 12th, 2013&lt;/font&gt;

* To see all videos, visit the Harmonia channel on YouTube:&lt;br&gt;&lt;br&gt;http://www.youtube.com/user/synival/videos

&lt;hr&gt;{{#ev:youtube|8EkUy0zChOY|344|left}}{{#ev:youtube|YA6hxk6XXxs|344|right}}
{{#ev:youtube|hzFGX5yL8bo|344|left}}{{#ev:youtube|3T-9lq6dlaQ|344|right}}</text>
    </revision>
  </page>
  <page>
    <title>Widget:TestWidget</title>
    <ns>274</ns>
    <id>57</id>
      <sha1>37g703zri32ymq4vhjdtf9nv4q2v6xh</sha1>
    <revision>
      <id>420</id>
      <timestamp>2012-07-15T22:33:37Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <comment>Created page with &quot;&lt;a href=&quot;https://twitter.com/Synival&quot; class=&quot;twitter-follow-button&quot; data-show-count=&quot;false&quot; data-size=&quot;large&quot;&gt;Follow @Synival&lt;/a&gt; &lt;script&gt;!function(d,s,id){var js,fjs=d.getEle...&quot;</comment>
      <text xml:space="preserve" bytes="377">&lt;a href=&quot;https://twitter.com/Synival&quot; class=&quot;twitter-follow-button&quot; data-show-count=&quot;false&quot; data-size=&quot;large&quot;&gt;Follow @Synival&lt;/a&gt;
&lt;script&gt;!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=&quot;//platform.twitter.com/widgets.js&quot;;fjs.parentNode.insertBefore(js,fjs);}}(document,&quot;script&quot;,&quot;twitter-wjs&quot;);&lt;/script&gt;</text>
    </revision>
  </page>
  <page>
    <title>World Map</title>
    <ns>0</ns>
    <id>104</id>
      <sha1>4g42nzmmka00xhohbnejs0dnogjko4o</sha1>
    <revision>
      <id>651</id>
      <timestamp>2012-08-13T04:44:08Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <comment>Created page with &quot;The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: t...&quot;</comment>
      <text xml:space="preserve" bytes="851">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[File:Overworld.png]

Within the over-world, there are dedicated zones.

[File:Zone.png]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
    <revision>
      <id>652</id>
      <timestamp>2012-08-13T04:44:33Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <comment>/* World Map */</comment>
      <text xml:space="preserve" bytes="855">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[[File:Overworld.png]]

Within the over-world, there are dedicated zones.

[[File:Zone.png]]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
    <revision>
      <id>654</id>
      <timestamp>2012-08-13T04:49:23Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="943">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[[File:Overworld.png|frame|Click to see a full-resolution image.]]

Within the over-world, there are dedicated zones.

[[File:Zone.png|frame|Click to see a full-resolution image.]]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
    <revision>
      <id>655</id>
      <timestamp>2012-08-13T04:49:52Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="949">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[[File:Overworld.png|frame|200px|Click to see a full-resolution image.]]

Within the over-world, there are dedicated zones.

[[File:Zone.png|frame|Click to see a full-resolution image.]]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
    <revision>
      <id>656</id>
      <timestamp>2012-08-13T04:50:30Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="960">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[[File:Overworld.png|thumb|400px|Click to see a full-resolution image.]]

Within the over-world, there are dedicated zones.

[[File:Zoneworld.png|thumb|400px|Click to see a full-resolution image.]]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
    <revision>
      <id>657</id>
      <timestamp>2012-08-13T04:51:10Z</timestamp>
      <contributor>
        <username>Nint22</username>
        <id>8</id>
      </contributor>
      <text xml:space="preserve" bytes="961">The world of Harmonia is full of rugged zones, huge mountains, isolated islands, and many many many dungeons all for you to explore! The world is split into different zones: the over-world leads players to higher-detailed zones, like cities or dungeons. Some of these cities and dungeons have internal structures, like buildings or rooms. Some of these areas lead to other areas, like a two-story building allowing you to go from the first floor to the second.

= World Map =

All on-screen character-tiles are equal to the size of a player's character. That is to say this image is a 1:1 world map, though the world has many areas to visit that are underground, towers, in builds, etc.

[[File:Overworld.png|thumb|400px|Click to see a full-resolution image.]]

Within the over-world, there are dedicated zones.

[[File: World map.png|thumb|400px|Click to see a full-resolution image.]]

Each zone has its own smaller area, which can be explored in more detail.</text>
    </revision>
  </page>
  <page>
    <title>Zone Development</title>
    <ns>0</ns>
    <id>28</id>
      <sha1>9w49vn71d0jcxwiuyeo3nc8r9g4rdx9</sha1>
    <revision>
      <id>157</id>
      <timestamp>2012-05-18T09:05:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>Created page with &quot;== Overworld == TODO: * Spawn level-appropriate mobs in concentric circles around Harmonia. * Write a script for mobs to teleport back to their original location if they're ki...&quot;</comment>
      <text xml:space="preserve" bytes="5416">== Overworld ==
TODO:
* Spawn level-appropriate mobs in concentric circles around Harmonia.
* Write a script for mobs to teleport back to their original location if they're kited too far out.
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.

== Darkworld ==
TODO:
* Create a map!

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>158</id>
      <timestamp>2012-05-18T09:06:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5377">== Overworld ==
TODO:
* Spawn level-appropriate mobs in concentric circles around Harmonia.
* Write a script for mobs to teleport back to their original location if they're kited too far out.
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>249</id>
      <timestamp>2012-06-03T15:28:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5407">[[File:World_map.png|thumb]]

== Overworld ==
TODO:
* Spawn level-appropriate mobs in concentric circles around Harmonia.
* Write a script for mobs to teleport back to their original location if they're kited too far out.
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>250</id>
      <timestamp>2012-06-03T16:06:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5413">[[File:World_map.png|right|450px]]

== Overworld ==
TODO:
* Spawn level-appropriate mobs in concentric circles around Harmonia.
* Write a script for mobs to teleport back to their original location if they're kited too far out.
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>251</id>
      <timestamp>2012-06-03T16:06:38Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>/* Overworld */</comment>
      <text xml:space="preserve" bytes="5427">[[File:World_map.png|right|450px]]

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>349</id>
      <timestamp>2012-07-15T20:45:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <minor/>
      <comment>SimonLB moved page [[Zones]] to [[Zone Development]]</comment>
      <text xml:space="preserve" bytes="5427">[[File:World_map.png|right|450px]]

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>374</id>
      <timestamp>2012-07-15T21:06:16Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5608">[[File:World_map.png|right|450px]]
&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>375</id>
      <timestamp>2012-07-15T21:07:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5684">&lt;table&gt;&lt;tr valign=&quot;top&quot;&gt;&lt;td style=&quot;padding-left: 8px;&quot;&gt;
&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;[[File:World_map.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>376</id>
      <timestamp>2012-07-15T21:07:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5684">&lt;table&gt;&lt;tr valign=&quot;top&quot;&gt;&lt;td style=&quot;padding-left: 8px;&quot;&gt;
&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
[[File:World_map.png|240px]]
== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>377</id>
      <timestamp>2012-07-15T21:08:22Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5699">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

&lt;table&gt;&lt;tr valign=&quot;top&quot;&gt;&lt;td style=&quot;padding-left: 8px;&quot;&gt;
__FORCE_TOC__&lt;/td&gt;&lt;td&gt;[[File:World_map.png|240px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>378</id>
      <timestamp>2012-07-15T21:08:58Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5693">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

&lt;table&gt;&lt;tr valign=&quot;top&quot;&gt;&lt;td style=&quot;padding-left: 8px;&quot;&gt;
__TOC__&lt;/td&gt;&lt;td&gt;[[File:World_map.png|320px]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>379</id>
      <timestamp>2012-07-15T21:09:21Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5686">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

&lt;table&gt;&lt;tr&gt;&lt;td style=&quot;padding-left: 8px;&quot;&gt;
__TOC__&lt;/td&gt;&lt;td&gt;[[File:World_map.png|320px|right]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>380</id>
      <timestamp>2012-07-15T21:09:51Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|320px|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>381</id>
      <timestamp>2012-07-15T21:10:07Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|640px|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>382</id>
      <timestamp>2012-07-15T21:10:18Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|480px|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>383</id>
      <timestamp>2012-07-15T21:10:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5623">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|Frame|480px|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>384</id>
      <timestamp>2012-07-15T21:10:49Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5611">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|Frame]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>385</id>
      <timestamp>2012-07-15T21:11:00Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|Frame|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>386</id>
      <timestamp>2012-07-15T21:11:09Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|Thumb|right]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>387</id>
      <timestamp>2012-07-15T21:11:26Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5611">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>388</id>
      <timestamp>2012-07-15T21:11:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5617">&lt;p&gt;Similar to the To-Do list, this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb|480px]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>391</id>
      <timestamp>2012-07-15T21:15:39Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5619">&lt;p&gt;Similar to the [To-do list], this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb|480px]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>392</id>
      <timestamp>2012-07-15T21:15:57Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5632">&lt;p&gt;Similar to the [[To-do_list|to-do list]], this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb|480px]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>393</id>
      <timestamp>2012-07-15T21:16:40Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <text xml:space="preserve" bytes="5632">&lt;p&gt;Similar to the [[To-do_List|to-do list]], this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb|480px]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
    <revision>
      <id>726</id>
      <timestamp>2012-08-15T14:05:50Z</timestamp>
      <contributor>
        <username>Metafarion</username>
        <id>2</id>
      </contributor>
      <text xml:space="preserve" bytes="5650">&lt;p&gt;Similar to the [[To-do_List|to-do list]], this page is a list of design notes and features yet to be implemented in zones.  As features the implemented, they will be checked off this list.&lt;/p&gt;

[[File:World_map.png|thumb|480px|alt=Overworld Map]]
__TOC__

== Overworld ==
TODO:
* Finish eastern side: Onyxia, Greater Swamp Area, Dragon Valley, The Chasm.
* &lt;s&gt;Spawn level-appropriate mobs in concentric circles around Harmonia.&lt;/s&gt;
* &lt;s&gt;Write a script for mobs to teleport back to their original location if they're kited too far out.&lt;/s&gt;

== Tutorial Zone ==
TODO:
* Replace signs with NPCs giving step-by-step instructions for tasks.
* Preliminary storyline exposition - who/what is Harmonia, why are you in an army, etc.
* End the tutorial after the guard and create a proper exit.
* Route the player to King Tristan.
* Descriptions for entities.

== Harmonia Castle ==
TODO:
* Create King Tristan!
* King Tristan should have very complex quest scripts that drive the plot throughout 90% of the game.  He will guide you to level-appropriate areas.
* Finish other mobs and NPCs.
* Descriptions for entities.

== Harmonia Town ==
TODO:
* Finish the blacksmith scripts.
* Better NPC conversations.
* Finish the priest's function.
* Less generic &quot;Man&quot;/&quot;Woman&quot; NPCs.
* Give lore/story dialogue to each member of town.
* Mercenary Bar.
* Descriptions for entities.

== Slime Village ==
&lt;i&gt;Level:&lt;/i&gt; 1 - 3
&lt;i&gt;Theme:&lt;/i&gt; Friendly, ice/earth element slimes with various silly tasks and errands to run to introduce these concepts: quests, money, light, items, and day/night cycles.
&lt;i&gt;Entities:&lt;/i&gt; Most mobs are slime magic-users with an agi/int focus.
&lt;i&gt;Loot:&lt;/i&gt; Loot will mostly be gold, but the slime shop will carry various items with zone-specific or otherwise wacky effects.

TODO:
* Why would you be sent here?
* Slime conversations.
* Various quests from the unique slimes.
* Elder Quest: slay the slimebeasts!
* Elder Quest: use a shovel to find Fatslime's secret stash and report it.
* Hermit Quest: find the hermit's treasure buried in the cave to receive his seeds.
* Farmer Quest: give the special seeds to the farmer.
* Fatslime Quest: find and return 20 slimestones for a good amount of cash.
* Slimebob Quest: Sell slimestalks to various town members and report the profits.
* Slimette Quest: shake the sacred slimetree during the night to gather its fruit - avoid guards!
* Slime Shop
* Descriptions for entities.

== Gloom Cave ==
TODO:
&lt;i&gt;Level:&lt;/i&gt; 2 - 4
&lt;i&gt;Theme:&lt;/i&gt;The first combat-oriented zone with a monster theme.  This is a tutorial in group/mercenary management.  The goal is to travel deep into the cave and rescue a researchers that have been trapped below.
&lt;i&gt;Entities:&lt;/i&gt; Unique, elementary monsters of various stat builds.  No skills or spells will be used by the mobs here.
&lt;i&gt;Loot:&lt;/i&gt; A few accessories and some random normal items found in chests.

TODO:
* Increase zone level.
* Make mobs more interesting and progressive!
* Give a greater sense of flow to this zone.
* Place chests with random items throughout.
* Incorporate plot into this zone.
* Create a &quot;lost researcher&quot; NPC to rescue at the end of the zone.
* Make sure accessories are worth it.
* Require some group fights with mercenaries.
* Descriptions for entities.

== Garden ==
&lt;i&gt;Level&lt;/i&gt;: 2 - 4
&lt;i&gt;Theme:&lt;/i&gt; Climbing a giant tree!  The forest outside Harmonia has come alive and is attacking travelers.  Go through and clear out a lot of the zone to make travel safe again.
&lt;i&gt;Loot:&lt;/i&gt; Various magical items including +Res/Int, +Earth/Wind, +Spell equipment.

TODO:
* Main Quest: Kill two of each entity.
* Switch to elemental/magic attacks for most entities.
* Add a fire/ice mob.
* Descriptions for entities.
* More pieces of loot so the zone is worthwhile.

== Goblin Cave ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: The goblins have begun to aggressively raid the town.  Go into the cave and take out the goblin chief.
&lt;i&gt;Entities&lt;/i&gt;: This is the first experience fighting player classes with skills, weapons, equipment, and spells.  Optional swamp dragon once the chief is slain.
&lt;i&gt;Loot&lt;/i&gt;: You should get some gear that is well-suited towards specific classes.  Warriors will have warrior gear, archers will have archer gear, etc.  Some accessories in the vault afterwards, in addition to bonus swamp dragon loot.

TODO:
* Fix the level.
* Rewrite equipment for the goblins.
* Make this zone less long and tedious.
* Have some mandatory 2vs2 battles.
* Add the other missing weapon classes.
* Give the goblins some character - scream &quot;Die, human!&quot; when they charge at you, etc.
* Descriptions for entities.

== Moom's Mansion ==
&lt;i&gt;Level&lt;/i&gt;: 3 - 5
&lt;i&gt;Theme&lt;/i&gt;: This wacky mansion is full of tricks and puzzles.  Moom isn't around anymore, but he left his mansion as a perpetual fun-house.
&lt;i&gt;Entities&lt;/i&gt;: Each entity should be extremely unique and throw the off guard until they learn how each one works.
&lt;i&gt;Loot&lt;/i&gt;: Very eccentric gear heavily slanted towards magic users.  As unique as possible.

TODO:
* The basement area.
* More entities inside the mansion.
* Descriptions for the various rooms in the mansion.
* Quest: various 
* Weapon: a magician's rod (drain 1 + 2)
* Weapon: Dehoba's rod (zephyrus 1)
* Weapon: warlock's wand (smite 1 + 2)
* Weapon: Moom's wand (serpent 1)
* Weapon: an illusionist's ankh (confuse 1 + 2)
* Weapon: Elisabeth's ankh (spirit 1)
* Hidden entities that require truth plants to kill.
* A secret plaque somewhere in the mansion to reveal a clue about the statue.
* Say &quot;now bear my arctic blast&quot; near the statue to open a secret staircase to Moom's final resting place.
* Descriptions for entities.</text>
    </revision>
  </page>
  <page>
    <title>Zones</title>
    <ns>0</ns>
    <id>53</id>
    <redirect title="Zone Development" />
      <sha1>knbebqakgtw4hc2xo4hrjlehfhl9qf7</sha1>
    <revision>
      <id>350</id>
      <timestamp>2012-07-15T20:45:37Z</timestamp>
      <contributor>
        <username>SimonLB</username>
        <id>3</id>
      </contributor>
      <comment>SimonLB moved page [[Zones]] to [[Zone Development]]</comment>
      <text xml:space="preserve" bytes="30">#REDIRECT [[Zone Development]]</text>
    </revision>
  </page>
</mediawiki>
